![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQgPWs6y8nBp7a5Z4cFLGUNRg6_-xd9D7eokXKg_YylNby1DgBF76GkQ80m85vdHL2yivcEZSl9NXKYBtfL7wVYtY8578VONo7Qjgko48qKR6jtVVNObqciNlli-TRnRAkpecllhV6p_o1/s400/GI_01.jpg)
As part of the few remaining escape studios lessons I have left to do there are two tutorials one letting me pull all my hard surface modelling and texturing into one final composition to create a great looking render. The other uses the nurbs kettle model I designed earlier on and shows me how to render it so I can match realistic lighting and use photoshop to composite it into a real life photo. But first things first I thought I would do the tutorial I had no previous experience of. This is the one using photons and caustics. These renders just use lightings emiting photons to create really ambient feeling lights using mental ray.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwgr2Gn2HN42ujYmg9-s9zcYy_JjBY9ZCPB2P_g6f6aMd_B_0YDHAM7u5osZBSDOnvRXcKJ11f5IqUUtbHh6Qc7YQtrrh60G8VWUcRixF_eZE1phG3esBR5AbUCrqtOnLRRewG7ab1AAIT/s400/GI_02.jpg)
This is the stream of photons bouncing around the scene giving the very ambient lighting feel, which is incredibly different to my first render which just uses the lights I built with raytrace shadows as opposed to emit particles. In the next render I start to change the colour of the photon lights which starts to cause the colour bleed effect you can see here. After I am happy with the colours I am going to start texturing the scene which will have a bit impact of what the photons do and the overall appearance.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjx7nGP4zpTEExxH3p_YiioGqpWs65c-nVDdZfHFsos9oLVPxBHpAEwtKpQfJxPYRyHKjSsHNS9iJn2cR_Oy2s2J_53adCYjODE3reJ9J61Lunopni0ARPDojPvGda1BL0tRQWiIBUuWgBV/s400/GI_03.jpg)
With different textures applied the scene looks like this, I have also increased the number of photons per light to one hundred thousand which gives you great tones of colour but unfortunately causes the very patchy effect. To combat this I am going to use final gather which boosts the rendering time significantly but will smooth out the colour.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTxmWWDElTgCiF83mwDXqRPHKdY3SUy2m-aGLoD77RvfUpgIkDwGxShb_f8vKyEjWIF3hBQtvIloPOJTAZB4_rUhFTUP7upHs0WPhpkQKjZz1o0VQFe7RmAFUCQH2Kr_azdoOjqRecqIDJ/s400/GI_04.jpg)
Here is an example of the render after final gather, colours have smoothed out a lot, only issue is that final gather does often darken your scene a lot. So for now I am going to keep playing with the intensity of the lights and find a good render result. Then I will cache the final gather and photon mapping so that mental ray doesnt need to keep working it out each frame so I can batch render off my animation.
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