| Exterior
Radiosity
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
In this
column you will learn some the concepts and practices of using the
new Autodesk VIZ 4 Radiosity or 3ds max 5 lighting and rendering
for an exterior scene with sky mapped to a dome. Use of the Exposure
Controls will also be covered as well as mixing Standard lights
with Photometric lights.
Exterior
Radiosity with Sky dome
It is common for VIZ and max users to want to do an exterior scene
with a skydome with the new Radiosity rendering features and the
photometric Daylight lighting setup. There are, however, several
factors that can prevent this from being an easy, intuitive process.
Here we will walk through the steps and investigate both the concepts
involved and the “gotchya’s” to help make the
basic setup a more logical and straight-forward.
The skydome for the scene is simply a hemisphere with a Normal modifier
to flip the face normals to be visible from inside the dome. It
has a Gradient Ramp map with a Spherical UVW Map modifier that has
been adjusted to show the full Gradient in the camera view. This
gives the illusion of a blue sky with increasing haze toward the
horizon. Any appropriate cloud or sky map could be used instead
of the Gradient Ramp map. See Figure 1.

Figure 1: Exterior scene with skydome
Applying
Daylight
The first step will be to apply the new Daylight system for the
scene from the Create panel, System panel, Daylight. Pick in the
middle of the scene and drag to create a Compass Rose, then release
and position the Daylight icon before clicking to set it in position.
In the Control Parameters rollout, set the sun for 11:00:00 am and
11/28/2002 for the date and time and change the Time Zone to –7.
This is 7 hours before Greenwich time and will position the sun
for test purposes.
With the Daylight object selected, go to the Modify panel and notice
it is made up of two components; Sunlight and Skylight. The Sunlight
is the direct rays of the sun shining on objects and the Skylight
calculates the light that is normally bounced in the atmosphere
to fill in the shadows. The light calculations are based on real
physics so it is critical that your scene is modeled using real
units. Note also in the Sun Parameters rollout that the Intensity
of the sun is automatically set at nearly 80,000 lux. That will
be important later. The shaded camera viewport looks burned out
and a rendered image is black.
The new Daylight system has Ray Traced Shadows with an option called
2 Sided Shadows checked in the Parameters rollout. This causes the
skydome to cast a shadow regardless of the fact that the normals
are flipped. You will fix this by changing the skydome properties.
The
Skydome
The skydome is just an object in the scene with a sky map that can
be viewed from several angles. It’s sole purpose is to represent
the sky and it should have no effect on lighting whatsoever in a
Radiosity solution. You do not want the skydome to cast or receive
shadows, nor do you want it to be included in the bounced light
calculations of Radiosity. The bounced light in the exterior scene
is handled by the Skylight component of the Daylight system.
Select the Skydome and right-click on it. Choose Properties in the
quad menu. In the Object Properties dialog, switch to By Object
from By Layer in the Rendering Control section and clear the Receive
Shadows and the Cast Shadows checkboxes. Click on the Radiosity
tab of Object Properties dialog. Switch to By Object and check the
Exclude from Radiosity Processing checkbox. See Figure 2.

Figure 2: Use Object Properties dialog to disable Receive and Cast
Shadows and to Exclude the skydome from Radiosity Processing.
Select
the Daylight object in the scene and, in Modify panel, Sun Parameters
rollout, click Exclude. In the Exclude/Include dialog select Sky
in the left column and click the >> button to move it to the
right. It is no longer lit by the Sunlight. A rendering will show
a completely burned scene.
Tip: For faster rendering set the Max Quadtree
Depth, in Ray Traced Shadow Params rollout, from the default 7 to
10 for this scene. On a test the render time dropped from 4:04 to
1:24.
Exposure
Control
An important element in the successful use of Radiosity rendering
is the Exposure Control settings. Think of radiosity as a camera
with film. Used in bright daylight the film is overexposed if the
amount of light entering the lens is not adjusted to compensate
for the brightness of the sun. The same thing is true in Radiosity
calculations.
Click the Exposure Control button or open it from the Rendering
pull-down menu, Environment option. Make sure the Exposure Control
is set to use Logarithmic, the best choice for most situations.
In the Parameters rollout, check the Exterior option, Daylight should
be checked by default, but the intensity must be set to Exterior
to compensate for the bright daylight flooding the scene. See Figure
3. A test render shows a much more balanced lighting effect.

Figure 3: Checking the Exterior option for Logarithmic Exposure
Control adjusts for the extremely bright daylight.
Radiosity
Processing
Click the Radiosity Panel button or use the Rendering pull-down
menu, Radiosity option to open the Radiosity dialog. Make sure VIZ
Radiosity is active and click the Start button to process the current
radiosity calculations. The shaded viewport will look reasonably
well, but if you render the scene the sky will be pure black. You
will correct that later.
In the Material Editor, choose an unused Sample Window and make
the Diffuse color and light green (RGB = 35, 175, 25). Drag and
drop the material to the object called Ground01 in the scene. In
the Radiosity dialog, Radiosity Processing Parameters rollout, click
the Reset All button, then click the Start button. In the shaded
viewport and in the rendered image you will see green bleeding onto
the trees and the house, especially at the eaves. You might also
see some red bleeding from the window frames.
The area under eaves and the porch roof is also showing the effects
of bounced light. You would not get this effect with the standard
sunlight in previous versions of VIZ or when not using radiosity.
However, the distribution of the effect is blotchy and random.
Radiosity calculations are stored in a special mesh that is generated
by the radiosity processing and the relative position of vertices
of adjacent objects is critical in passing the light and shadow
information across the surfaces.
Select all the objects belonging to the house in the scene. Right-click
on any of the selected objects and choose Properties from the quad
menu. Click the Radiosity tab and click the By Layer button to switch
to By Object. Clear the Use Global Subdivision Settings checkbox
and make sure Subdivide is checked and Meshing Size is set to 3’3
2/8” (one meter).
In the Radiosity panel, click Reset All and then click Start. Right-click
on Camera01 viewport label and choose Edged Faces to show the new
wireframe in the shaded viewport and a new distribution of the radiosity
solution. See Figure 4.

Figure 4: Viewport showing radiosity solution and meshing at one
meter. The tighter meshing results in a better distribution of lighting
effects.
Right-click
on the selected house objects again and change the Meshing Size
to one foot. In the Radiosity dialog, click Reset All and Start
to reprocess the solution. It will take longer and the viewport
and rendered image look more blotchy and worse than ever. However,
the distribution of color is better and meshing is an important
first step. Tip: Meshing will also cause the file size to balloon
rapidly. Use it only as necessary. Do not use Global Meshing parameters
for that reason. You can clear the Display Radiosity in Viewport
setting in the Radiosity dialog, Radiosity Processing Parameters
rollout, to clear the viewport for easier editing.
The next challenge is to reduce the blotchy effect of the lighting.
This can usually be accomplished by increasing the Refine Iterations
in the Radiosity Processing Parameters rollout. Enter 5 in the Refine
Iterations (All Objects) field, Reset All, and Start the processing.
Refining looks at the information stored in the vertices and recalculates
for better distribution.
To further smooth the results enter 3 in the Interactive Tools,
Filtering field of the Radiosity Processing Parameters. This blurs
the refined lighting for yet a better bounced light quality. Caution:
Do not use high numbers in the Filter field, 5 is about as high
as you will want to go. Filtering blurs the edges of areas of contrasting
lighting and will effective remove your shadows if set too high.
The scene does not look good yet, but you see the process. The problem
with this model is that it was not created specifically with Radiosity
in mind and, for example, the vertices of the roof do not match
up with the vertices in the walls nor do the foundation vertices
line up with landscape vertices. This makes it difficult for max
or VIZ to calculate the interaction of the light bouncing between
objects. Smaller meshing sizes will help with a dramatic increase
in processing times.
Lighting
the Skydome
There is still no light on the skydome. Because it has been excluded
from the Radiosity processing and from the Daylight you will need
a new light specifically to make it light enough to see. You will
use a Standard Omni light for this.
Choose Reset All in the Radiosity dialog and close all windows and
dialogs. In the Left viewport place a Standard Omni light just below
and centered on the Sky hemisphere. Center it on the Sky in both
the x and y axis of the Top viewport. In the Modify panel, clear
the Shadows On checkbox and click the Exclude button. In the Exclude/Include
dialog, choose Sky in the left column, move it to the right column,
and check the Include option at the top left. This lights only the
sky and will not affect any new objects you might add to the scene.
Open the Radiosity dialog and Start the processing. When processing
is complete, render the Camera01 viewport and the sky will still
be very dark When Standard lights are mixed with the radiosity process
the brightness levels are completely out of sync with each other.
In order to correct this you must open the Exposure Control dialog
and enter the strength of the brightest photometric light in the
scene in the Physical Scale field of the Logarithmic Exposure Control
rollout. This acts as a multiplier on the Omni light to allow the
light to shine the distance to the hemisphere.
You can now fine-tune the scene with the Brightness, Contrast, and
Mid-Tone settings in the Exposure Control dialog.
Summary
You have learned several important steps in setting up a exterior
scene that uses a skydome with a mapped sky image with Radiosity
lighting.
• A Daylight system made up of Sunlight and Skylight components.
• The skydome must be excluded from the Radiosity Processing
and from the Daylight itself.
• The skydome must have it’s own Standard light that
excludes all other objects.
• The Radiosity must be processed.
• Exposure Control must be used, preferably with Logarithmic
Exposure Control.
• Physical Scale must be set in Exposure Control to the level
of the brightest photometric light to multiply the effect of the
Standard light.
• Meshing Parameters must be adjusted for the objects in the
scene for enough vertices to store and transfer the bounced light
effects.
• Refine Iterations and Filtering must be increased in the
Radiosity Processing Parameters to smooth the lighting effects.
• When you have the basic scene rendered you will need to
tweak the settings in both Radiosity and Exposure Control for an
acceptable rendering. Exterior scenes are difficult to render with
radiosity, mainly because of the density and size of the objects
and the meshing required.
Use
Exterior radiosity for scenes with large overhangs that will be
lit from sunlight bouncing from walks and streets and the effects
will be worth the production times involved. For everyday scenes
or urban cityscapes you may be better off sticking to standard lighting
techniques.
Good
luck and have fun
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