Cinema 4D Video Tutorials
The people at at2, who offer the iray and mental ray plugin for Cinema 4D, have created an extensive set of video tutorials ranging from the basics of rendering, modelling and lighting all the way though iray bsdf and mia material settings to finally physical sun & sky and the mia photographic camera tag. Check them out here:
Explorer Desk part III
3. Materials and Texture maps
Some materials were more tricky than others. For the books, I wanted to have a great leather-like material for the cover along with the golden lettering. Therefore I’ve created black and white masks allowing me to have different materials on the same object.
This project took me about three weeks since everything was modeled and textured from scratch. The whole thing was really fun to do. I definitely loved playing around with MDL and get such nice results in the end. I think it’s great to work on that detail level, to be able to get really close to the objects and still feel that something is going on.
Explorer Desk part II
The lights had to be both realistic and have a warm and soft look. I ran some tests using HDRI maps.
Once I had found a map that matched the contrast and the luminosity I wanted for the image, I’ve added a bit of orange to it to have just the right lighting.
Explorer Desk part I
This is the initial part of a small post series created by Alexia Rubod (http://alexiarubod.fr/), who we had the pleasure of being an intern with us for the summer. She created this amazing scene titled “Explorer Desk” using 3dsMAX in combination with our internal tools for material creation using our Material Definition Language (MDL, http://www.nvidia-arc.com/products/iray/mdl.html). So lets hand this over to her:
The goal was to create a nice scene that would use all kinds of different materials in iray. Basically, this project had an artistic purpose!
Step by step:
The theme was chosen to be the “Explorer Desk”. We wanted something with a vintage look and warm colors. So the objects of our setup were carefully picked and modeled.
Happy Birthday iray!
Exactly 5 years ago, the iray prototype project was started pretty much from scratch (apart from some quickly ported, initial ray tracing code) with the (at the time) unique goal of getting maximum performance out of all CUDA based hardware, while at the same time providing maximum rendering quality with as few knobs and parameters to tweak as possible. That’s what I would thus consider the “birth” of the iray as we know it today.
So greets to all the iray devs and supporters that were part of that development cycle and now go grab yourself some virtual cake and enjoy this trip-to-the-past-video from roughly 4 years ago (thanks to the unknown youtube user who archived this back then): http://www.youtube.com/watch?v=nhXBx8l0iso :)
3dsMax 2014 and iray Demo Webinar - September 5th, 12pm EDT
Get a first hand view of the latest features and improvements to iray in 3dsMax 2014 from the experts at BlueMarble 3D and BOXX Technologies:
Quick post showing off the new (even faster) network mode of iray in Lightworks Iray+:
An approximation of reality
With iray you can simulate your environment in any detail and you can use any kind of light, HDRI or geometry to illuminate your scene. Depending on your requirements you might be fine with approximating a light using a simple point or spot light. In another case you want the light simulation to be as accurate as possible, thus you make a rendering that even simulates the light bulb.
This will come at a certain cost, but what are the exact differences? In this blog entry we will investigate those differences so that you can get a better estimate for your own work. I chose a photostudio in which I put a comfortable chair that is illuminated by lamps which are typically used in photostudios. I wanted to see the differences when I render the scene using area lights versus fully modeled lights. Here is the setup:
Setup 1: The lights are modeled down to the light bulb. The scene contains 9 light bulbs with a total of about 50000 polygons since the shape of the light bulbs is quite complicated. Especially the light dish is quite heavy for rendering as the light needs to bounce off the reflectors before it reaches the chair.
Setup 2: This setup is much simpler, the lights are aproximated by a couple of polygons. There are much less complicated light interactions.
Calibration: I used the irradiance buffer (http://blog.irayrender.com/post/50640565041/irradiance-buffer) for each light to get approximately the same brightness in the scene.
Results: Approximating the light sources with area lights is always a good idea to get rid of noisy artifacts more quickly. Since the light emission is more evenly distributed on the surface of the area light, fireflies are less likely to occur due to the larger area. This helps to get rid of noise more quickly. Area lights appear as constant colors in the rendering which may be wanted sometimes, although this can be very disturbing when the area light is directly visible in the picture.
On the other hand, area lights do show up as a constant color on reflections which can be an advantage if you want to have smooth reflections on the surface of an object.
Conclusion: The render times are the same for the high resolution light sources and the low resolution area lights. All you need to do is to decide which method gives you the right approximation of reality. In some cases the area light might look much better and render faster whereas in other cases you want to get down to the lightbulb to achieve most accurate results in your rendered image.
iray demos will be running (at least) on the NVIDIA booth (803), Supermicro (757) and Lightworks (154). So please check them out if you’re around.
There will also be talks on
July 23rd, 10AM (Honda R&D)
July 23rd, 12PM (DS/Catia)
July 23rd, 4:40PM ([0x1]/Maya)
July 25th, 1:20PM (Bunkspeed)
at the NVIDIA booth (803).
Also if you’re more interested in some of the technical stuff, check out the “Ray Tracing is the Future and Ever will be” course (July 22nd, 2PM, Room 304) and the “GPU Ray Tracing and Advanced Rendering Solutions” talk (July 22nd, 3 PM, Room 211AB).
For even more NVIDIA ARC related things, please visit http://nvidia-arc.com/siggraph2013
Update: see some of the talks on http://www.nvidia.com/Siggraph2013