Vray, Lighting & photo realistic images

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Vray, Lighting & photo realistic images // Work in Progress

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Post by thescottishbloke // Feb 20, 2009, 9:18am

thescottishbloke
Total Posts: 56
Hi,


Can anyone give me good hints on how to achieve a photo realistic image. I dont think I can get the correct lighting balance. Ive attached a copy of a screen dump of what ive done so far. Im using a HDR image along with a overcast lighting option at the moment. Ive tried to show the settings im using also.


Thanks,


:jumpy:

Post by marcel // Feb 20, 2009, 9:28am

marcel
Total Posts: 569
pic
Hi,


Can anyone give me good hints on how to achieve a photo realistic image. I dont think I can get the correct lighting balance. Ive attached a copy of a screen dump of what ive done so far. Im using a HDR image along with a overcast lighting option at the moment. Ive tried to show the settings im using also.


Thanks,


:jumpy:


In first, the scene need to be in harmony with the background. The house are very dark for the blue sky. Before correct, it is important to choose the best hdri for your image.

In second, i think the material of the objets need more photorealist aspect. That is the work of the texture.

Without this two points, you will not have a photorealistec image.

good luck :)

Post by robert // Feb 20, 2009, 12:37pm

robert
Total Posts: 609
pic
Yes lighting and textures are more important than model detail, can't remember where I read that. :p

There are a few programs which help with texture generation the one I use is called MaPZone, then I use 3D-Coat to apply the stuff.

I also use GIMP to help modify the textures.


There's other stuff that works too, that's just what I use.

Post by marcel // Feb 20, 2009, 1:27pm

marcel
Total Posts: 569
pic
I had not seen that the sky was the hdri image. I think you can do that:

light intensity : 2

back intensity :1

sample : 500 (max)

ok the render is slow but you have the real ligh to see if yours textures are good. From this image, change the texture ( probably, that need more diffusion). When the diffusion is ok, you can reduce the sample of the hdri to continue to work faster. but don't forget if you change after the texture, you need to check with a sample at 500. This is because the sample change the light of the render. Never adjust with a low sample for a realistic image.


info: if you use another hdri which gives a dark background. That is the back intensity which must be stronger than the light intensity because there is very fortunate that the light is behind you.


other info: when the light is good, it is easier to change the textures one by one. Never change the light to change the texture (a frequent error from newbie).


Hope that help you.

Post by Jack Edwards // Feb 20, 2009, 10:16pm

Jack Edwards
Total Posts: 4062
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You definitely need to dirty up your textures. Everything is much to uniform.

Post by robert // Feb 21, 2009, 6:28am

robert
Total Posts: 609
pic
The resolution of the roof tiles don't quite match up with the bricks either, makes it somewhat disjointed.

Post by thescottishbloke // Feb 21, 2009, 11:46am

thescottishbloke
Total Posts: 56
Im sorry I dont know what "dirty up your textures" means. Ive fiddled about with the material settings for the bricks. Looks better colours for bricks?:confused:

Post by kena // Feb 21, 2009, 12:18pm

kena
Total Posts: 2321
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The best way to "dirty up" textures is to open them in a program like Gimp - Photoshop - or Texture maker and vary the image in some way. Add splotches of grime, graffiti, change the color of some bricks, etc.

Then re-apply the texture to your model.

Post by marcel // Feb 21, 2009, 1:14pm

marcel
Total Posts: 569
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Im sorry I dont know what "dirty up your textures" means. Ive fiddled about with the material settings for the bricks. Looks better colours for bricks?:confused:


Yes the bricks are better. the tiles on the roof are not very good and the sky could be better. the modeling is ok. Maybe a texture for the grass.

here is a link for free textures from an 3d artist:

http://www.lemog.fr/lemog_textures/index.php

Post by jayr // Feb 21, 2009, 1:21pm

jayr
Total Posts: 1074
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here's another good link, there is a download limt for 24 hrs but it a great resource:

http://www.cgtextures.com/

Post by Jack Edwards // Feb 21, 2009, 7:38pm

Jack Edwards
Total Posts: 4062
pic
To dirty up a texture, you need to think about the variations in it's color. How the weather and elements would effect it. Water stains near the gutters and window facings, fading in the sun lit areas, etc. Even "new" construction has variation in the color of the materials, capturing that variation will make the image look more "real".

Also it helps not to use tiled textures. Better is to UV map the model so that the areas that show can be painted with a unique texture that doesn't have the same repeating detail. The eye can pick up on that very quickly.

Post by v3rd3 // Feb 22, 2009, 11:13am

v3rd3
Total Posts: 388
You should really check out the texturing course by Norbert Esser


http://www.caligari.com/products/trueSpace/ts5/Courses/newTextureCreation.asp?Cate=Training&SubCate=Master


Norbert shows a number of techniques for creating realistic textures.

Post by jamesmc // Feb 22, 2009, 1:11pm

jamesmc
Total Posts: 2566
In Califwood Hollyfornia they 'dirty up' textures sometimes with a software that does film grain. One can manipulate the grain of the film with RGB drawn out with the program. This is usually done for 3D models. They can use several brands of film depending on what 'look' they are trying to achieve.

This technique helps match the object to the background, especially if the 3D object is key lighted (green or blue screened.)

Post by marcel // Feb 22, 2009, 9:10pm

marcel
Total Posts: 569
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To be simple: the imperfections make reality. :D
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