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Making of Nightfall by Jesús Oscar Salmerón López Web: www.mediarender.es


Illumination

This phase of the project I think is the more interesting, but also presents more difficulty.  Hence the image depends closer to reality, at last, after all, is what we all try to imitate.  In this case I've solved the lighting via HDRI, I think for a picture like this comes in handy, as getting the lighting effects in one evening with another type of lighting is realistic and complicated.  HDRI image of the scene you have at your disposal on this page www.hdri-locations.com, here you can see professional level HDRI images.

The method I use is one of many possibilities, and the results are quite acceptable.  Below we explain the method used: the "get material" of the material editor, I look for "VrayHDRI" and here is where to locate the HDRI image that interests us, checking the box "Spherical environment."  In the section on "overall mult.  We can go play with the intensity of illumination to achieve the desired effects.  This map editor we will instantiate materials in the "GI Environment (skylight) override the "Vray: Environment" and in" environment map "of the environment and effect (8 key).  The photo will be better understood.

illumination

basic parameters




Thus we have created our environment, now just need to go play with the values of the camera, I often use vray physical cameras, cameras with this type of control is almost identical to the SLR cameras.  The values of cameras used for this project are as follows:

As for indoor lighting I added a total of eight lights, six of which are IES lights and the remaining two are Vraylight Sphere type and values can be seen in the image.

lighting


ies vraylight

Another important point to consider when getting a real answer to lighting Linear Work Flow is the LWF.  This can improve the original renders max too dark, saving in post production.

Rendering

This is the penultimate phase of the project, after doing some tests and verify rendering areas of the image, I decided the most appropriate values for this project, which I discuss below in the summary form.

rendering

GI

light cache

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