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#1 (permalink) |
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Junior Member
Join Date: Jun 2006
Location: Arizona
Posts: 3
Name: Shawn Lochman |
After using Brazil R/S for some time I decided to get with CGIs architectural adopted format VRay. Honestly, I feel comfortable with the renderer at this point. What I am looking for is more information on rendering passes with VRay. I didn't really have a lot of experience in architectural visualization or composting so I purchased Tim Jones's DVD Environment Creation for Production. Working through his online tutorial http://www.seraph3d.com/CompositingTutorialA02.htm he gives examples of rendering passes with the scanline renderer.
My issues is that I can't get my passes to look correct with VRay. After spending two frustrating weeks with this I am at my wits end. So my question is is there a more definitive guide on rendering passes with VRay? I did find a nice script by Marc Lorenz to quickly render ambient occlusion in VRay. http://plugins.angstraum.at/vrayao/index.htm |
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#3 (permalink) |
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Senior Member
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I'd say the best (& free) definitive guide to Vray is at http://www.spot3d.com/vray/help/150R1/ and it sure helped me when I first started looking into it.
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All things in nature are dark except where exposed by the light. Leonardo da Vinci Last edited by bigroo; August 31st, 2006 at 07:15 AM. |
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#4 (permalink) | |
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Moderator
Join Date: Apr 2002
Location: Lalaland
Posts: 1,166
Name: Christopher Nichols |
Quote:
http://www.chaosgroup.com/forum/phpB...ic.php?t=13818 Vray can split out all the relavent layer info and can be reconstructed in comp.
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Christopher P Nichols |
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#5 (permalink) |
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Senior Member
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[quote=Christopher Nichols]You will find that most people that use Vray will find no use for AO unles they want an extra bit of dirt.QUOTE]
Christopher, Im intrigued by that comment. I use AO quite considerably, especially coupled with a direct light I get excellent rendering times for a decent result. Ive found the v-ray lights extremely slow and grainy, especially in interiors Id be interested to hear your reasoning behind not using AO and opting for V-Ray lights. btw....your DVDs where a great help when i first started using V-Ray ! |
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#6 (permalink) | |
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Moderator
Join Date: Apr 2002
Location: Lalaland
Posts: 1,166
Name: Christopher Nichols |
[quote=martin walker]
Quote:
![]() ![]() The math is the same in either case, just multiply it by the diffuse color... it is just that you get the proper light bouncing around. Like I said, sometimes people use the AO pass like a dirt pass to darken corner. Never use an AO pass on an interior unless it is for dirt. The only way to get ambient light in an interior is to have it bounce around.
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Christopher P Nichols |
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#7 (permalink) |
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Senior Member
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Thanks Christopher
I think im getting my terminlogy confused, isnt AO the process of using the ambient /environment colour as a "light" which is bounced around by the GI ? or am I mis-understanding the process ? |
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#8 (permalink) |
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Moderator
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The AO Chris is talking about is a pass for faking GI. Basically, when rendering, from each sample point draw a hemisphere over it and randomly shoot some HSphere rays. If they hit something, they return dark. If they don't hit something, e.g. they escape to the environment or hit the max distance, they return bright. Average the darks and brights to get the shading.
So it's not based on actually bouncing any light, it just darkens a surface according to how much of its environment is "occluded" by other objects within a certain distance. It's really good at darkening the inside of your corners, if you have a radiosity render and you need to add a bit of "something", some kinds of dirt, some NPR techniques, but for our purposes when doing Vray renders it's easier, faster and looks better to do real GI instead. |
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#9 (permalink) |
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Moderator
Join Date: Apr 2002
Location: Lalaland
Posts: 1,166
Name: Christopher Nichols |
Exactly as AJ tells you, but most people that use AO want you to think that it is in fact the light from the environment. Compared to true GI, it is far from it. I laugh when I read articles that claim they do GI via Ambient Occlusion. That is like saying I drive my car via ridding my bicycle. In order to be consider global illumination, the scene need to be illuminated by everything in the environment, including the scene itself. AO does not collect color, and does not bounce. Again, the GI method that is done is Vray is something that many places wish they had. That is why many mid to high end VFX places are switching to Max and Vray (or other GI rendering) just to have access to fast GI. The only thing that is stopping really big VFX shops is that their pipelines are so tied to their current system. It will take years for them to switch.... plus renderman has so much legacy, it will take years and years for it to adapt as well. Keep in mind that Renderman is a rendering engine that just got multi-threading this year.
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Christopher P Nichols |
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#10 (permalink) |
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Moderator
Join Date: Apr 2002
Location: Lalaland
Posts: 1,166
Name: Christopher Nichols |
One more thing.. Dirt is based on the AO thing. In the new Vray, there is a dirt shader. It is pretty cool because you can control distance, angle, falloff, even XYZ. Dirt is great.... Just don't confuse it for an actual lighting pass.
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Christopher P Nichols |
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