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HDRIs in LightWave 7 – eine Schritt-für-Schritt-Anleitung
Page 1
DOSCH DESIGN TUTORIAL
Using HDRIs in 3ds max
A Step-by-Step Guide
This tutorial show you how to use
HDRIs in 3ds max by using
Vray
or
Brazil r/s
.
Copyright by Dosch Design
www.doschdesign.com
Page 2
Step 1
Things you will need for this tutorial.
3D Studio Max 4.xx or above
Vray
or
Brazil r/s
HDRI files from one of the
Dosch Design HDRI
collections
the scene files delivered with this tutorial
About HDRI
There are two types of images. Low Dynamic Range
Image(LDRI) and High Dynamic Range Image(HDRI).
The first one comprises "normal" bitmaps [like JPEG,
TIFF, BMP...], bitmaps which have 8 bits per pixel, with
values between 0-255 [in RGB mode]. Which means that
there are only 256 levels of luminosity, which doesn't
cover by far the range that can be captured by a real
camera, with different levels of exposure.
On the other end we find HDRI, whose values can get a
lot higher then 256. The main feature is that the value of
each pixel is proportional with the quantity of light on
each pixel. Basically, instead of just storing colors on the
screen like normal bitmaps do, the HDR format stores
the quantity of light per pixel. Meaning we can have
more then 256 levels of luminosity.
Let's Start
File>Open
hdri101_start.max. This is the scene we'll
use. It has standard all polys and standard materials.
This is a render with Max's standard Scanline Renderer
with only ambient lighting. (Image 00)
Not too pretty, is it?
And this is what you will get when using
Image 00
Copyright by Dosch Design
www.doschdesign.com
Page 3
Vray
Brazil r/s
Copyright by Dosch Design
www.doschdesign.com
Page 4
Vray
First thing let's open the scene.
File>Open
and choose
hdri101_vray.max . This is a scene with materials already
assigned to them. Basically all that was changed is a
Vraymap in the reflection or refraction slot.
But before that, go to
Rendering>Render
or just pres
F10
to
go into the rendering settings menu.
Tip. Learn to use Max's shortcuts. They are real time savers.
All around this tutorial shortcuts will be highlighted in green,
so make yourself a favor, learn them.
Now in the settings menu, go to the
Current Renderers
tab
and press in the Production slot you should see something
like
Default Scanline Renderer.
Press the
Assign
button next
to it then choose Vray. (Image 01)
Now click on the
Image Sampler
tab and select
Adaptive
Subdivision
. Select
Indirect Illumination(GI)
and select
On
.
Select
Irradiance Map
and at
Min Rate/Max Rate
use -6/-5.
These settings are good for test renders. The render times
will be short, which is a good thing especially for doing GI
and material set-up work. For final rendering I recommend
using
Simple Two-Level
, under the
Image Sampler
tab, and
for
Min Rate/Max Rate
use -3/0 or -2/0, depending on the
scene. Also use Clr tresh: 0.3, Nrm tresh:0.25, Dist tresh:0.1
and HSph subdivs at 40. Be prepared for BIG rendering
times. But don't be afraid to EXPERIMENT.
Environment Mapping
Now let's map the environment. There are several ways of
doing this. I'll tell you in short then detail them one by one.
First there is the standard
Max Environment mapping
. Then
we have Vray's own environment mapping. And here we can
use either a
VrayHDRI
map, or a simple
Bitmap
. The latter
option requires the hdri.bmi plugin from the Splutterfish
website. It's free. All it does is enables Max to import .hdr
files.
Image 01
Copyright by Dosch Design
www.doschdesign.com
Page 5
Standard Environment Mapping
Go to
Render>Environment
or just press
8
.
In the
Environment Map
slot click where you see
None
(Image 02).
Then browse to the location of HD008LL.hdr and select it.
Then press
Setup
(Image 03).
A new window will pop up and we get a histogram of the
luminosity values of the selected image.(img05.jpg)
Under it we find
White Point
value, controlled by a spinner.
This
White Point
controls the luminosity, actually the range
of light values the image can take. As I said earlier, Max
doesn't use floating point images so with this setup window
we are actually converting floating point images to standard
images. It does that by setting a
White Point
, which is the
point with the highest luminosity value. Any value after the
White Point
is considered as being pure white. It's also
known as the clamping value or point.
Image 02
Image 05
Notice there are two values for the
White Point
. One is
Log
. ,
the logarithmic value and the
Linear
one. We increase the
spinner until the vertical red line is at the end of the
histogram values. Now look at the
Linear
value. Write it
down somewhere. Press
Ok
then
Open
.
Image 03
Open the
Material Editor
, open the
Environment Map
you've
just created. Open the
Output
slot and under
RGB Level
input the
Linear
value you wrote earlier. From the image you
can see I used a higher level. That is because through trial
and error I decided the image looked better like this..
Copyright by
Dosch Design
www.doschdesign.com
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