Seriously '(O.0)'
Friday, October 15, 2010
Wednesday, October 14, 2009
Tuesday, October 6, 2009
Photorealism with Mental Ray - Weeks 04+05
1. Break Disc no MR Approximation using ward shaders for highlights
2. Warpped highlight because of the approximation(need to fix)
3. First test at rendering the wheel with FG and Physical Light on Cyclorama
4. Seconde attempt at lighting the wheel with FG and Physical Lights on Cyclorama
5. Testing Chrome of headlights and Patterins of the glass.
1. Testing Final gather of Key Light in a completely diffuse environment on Cyclorama
2. Testing Final gather of Fill Light in a completely diffuse environment on Cyclorama
3. Testing Final gather of all lights in scene including Reflector acting as a SoftBox in a completely diffuse environment on Cyclorama
4+5 Frist Render of car on Cyclorama with studio lighting. Used FG and Physical Light, the lights were pointlight acting as MR Area Lights. There was a piece of geometery on top of the car reflecting light simulating a Soft Box.
6. Revised Studio Lighting Render added directional light to fill in the shadows of the flood lights.
2. Warpped highlight because of the approximation(need to fix)
3. First test at rendering the wheel with FG and Physical Light on Cyclorama
4. Seconde attempt at lighting the wheel with FG and Physical Lights on Cyclorama
5. Testing Chrome of headlights and Patterins of the glass.
1. Testing Final gather of Key Light in a completely diffuse environment on Cyclorama
2. Testing Final gather of Fill Light in a completely diffuse environment on Cyclorama
3. Testing Final gather of all lights in scene including Reflector acting as a SoftBox in a completely diffuse environment on Cyclorama
4+5 Frist Render of car on Cyclorama with studio lighting. Used FG and Physical Light, the lights were pointlight acting as MR Area Lights. There was a piece of geometery on top of the car reflecting light simulating a Soft Box.
6. Revised Studio Lighting Render added directional light to fill in the shadows of the flood lights.
Thursday, September 24, 2009
Photorealism with Mental Ray - Week 03
This week we worked with a "Mirror Ball" image and the Mental Ray Matte Shader material. With the Mirror Ball, the reflections only work if the object is in the exact spot that you shot the mirror ball.(or close enough) The reflections are off in the animation but I was still happy. l like what little effect I could get right and hope to learn how to execute this properly in the future.
This is a couple of screen grabs stacked into one image so you can get a better idea of how much of the scene was really CG. As you can see the only pieces built in 3D were the ball and the plane that it interacts with through Dynamics and Raytracing
Here is the final product of the animation with Mirror Ball Environment and Matte Shader Raytrace reflections.
Monday, September 21, 2009
My Light Pencil
Saturday, September 12, 2009
Photorealism with Mental Ray - Week 02
This week we concentrated on Fresnel Reflections, refractions, Chromatic Aberrations, Specular + Glossy Highlights, Brushed Metal, White Balance, wave lengths and visible spectrum. There is more but its just getting redundant listing all these topics.
Using MIB Blinn Mental Ray Shader node
Using MIB CookTorr Mental Ray Shader node
Simple Brushed Metals method
Mib_Blinn + Mib_Reflect + Mib_CookTorr --> Mib_Mix_Color Shader
Using MIB Blinn Mental Ray Shader node
Using MIB CookTorr Mental Ray Shader node
Simple Brushed Metals method
Mib_Blinn + Mib_Reflect + Mib_CookTorr --> Mib_Mix_Color Shader
Wednesday, September 9, 2009
Photorealism with Mental Ray - Week 01
This was the class work from the 1st week of my on line course
"Photorealism with Mental Ray"
Here you are looking at a Spherical/Environment Map projected through the camera for the background, and then a blurred version of that map is projected onto the ball. There is a floor plane that is reflecting the sphere and has a bump to give the reflection qualities similar to the water.
Sphere Shading Group
Floor Shading Group(reflection)
Camera with Environment Map(background)
"Photorealism with Mental Ray"
Here you are looking at a Spherical/Environment Map projected through the camera for the background, and then a blurred version of that map is projected onto the ball. There is a floor plane that is reflecting the sphere and has a bump to give the reflection qualities similar to the water.
Sphere Shading Group
Floor Shading Group(reflection)
Camera with Environment Map(background)
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