Monday 2 February 2009

Mental ray with HDRI render

Through the stages of modelling the r8 i began to wonder what type of textures or shader i will be using for the car. I have already played around with the lamberts and binn for the car, i knew that assigning the bin shader to the car it would result in a metallic effect. After trying this out it did not go as planned as it somehow gave a bit more of a cartoon effect that would not work with my photo realistic car.

Researching on the web on correct shaders used for modelled cars, i came across the HDRI render. What is HDRI images you ask?, High Dynamic Range Image. A series of photos that are taken at different exposure levels then combined into a High Range image format. The HDR stores the amount of light every pixel represents instead of on-screen colours that normal bitmaps do. The advantage is greater dynamic range of light and colour. Photo realistic lighting at its best.

Why should I use them ?
# You don't have to spend time lighting your scenes with multiple lighting rigs
# Photorealistic Illumination and Environment Reflections in your 3d scenes
# Wide-range luminosity data can drastically change the overall light style of your scene

After following the set up for the HDRI render i came across a few obstacles when assigning the 2D v-ramp texture the original binn shader. After finally resolving the problem and completing the setting for the mental ray and hyper shade the results came out pretty good i must say.


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