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HDRIs in LightWave 7 – eine Schritt-für-Schritt-Anleitung
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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
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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
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Vray
Brazil r/s
Copyright by Dosch Design www.doschdesign.com
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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
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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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