During this project I was given the task of rendering an outdoor scene that was set during a specific time of day. In this case the time was supposed to assimilate 10am to 2pm. I found this project to be one of my favorites because it gave me the freedom to experiment with all of the techniques and skills that I had learned during my Rendering and Lighting class at Full Sail University. I am particularly fond of the weathering to the table cloth texture in combination with the staining that is present. I feel that it was a good lesson in getting objects and textures from various locations and resources to fit your scene. It taught me many things about "mental ray" manipulation and usage and helped me to gain a better understanding of CG rendering.
The following is an article that was very inspirational and helpful in my understanding of 3D rendering and helped me to grow and learn
Kronander, J., Banterle, F., Gardner, A., Miandji, E., & Unger, J. (2015, November 02). Photorealistic rendering of mixed reality scenes.Computer Graphics Forum, 34(2), 643-665.
http://search.ebscohost.com.oclc.fullsail.edu:81/login.aspx?direct=true&db=a9h&AN=108645051&site=ehost-live
The article that I chose to read, " Photorealistic Rendering of Mixed Reality Scenes ", discussed various types of rendering with concern to virtual objects that are to be placed in real world scenes. The authors mathematically broke down how light can be captured from a real world image and transferred to CG via software programs and the different methods therein. One such method discussed was High Dynamic Range Imaging ( HDRI which we have used in our IBL for final renders ). In order for this method to work however the authors spoke of the need for, "perceptually consistent illumination". Basically stating that you must have a scene that has similar lighting throughout in order to achieve a proper sample that can be utilized to light an object that is created and placed within a realistic scene.This made me think back to the video lessons where we were using the HDRI image for the ground and how the shadows would work in the scene for a short period of time but then we would have to augment the ground plane by creating a virtual plane. This is where they began to break down Image Based Lighting and its inability to capture how light varies from one location to another in the real scene. The authors went on to talk about how this can be compensated for ( as in our lessons this week ) through the use of Bi-Directional Reflectance Functions ( BRDF ) and the usage of environmental mapping.At this point there are a majority of us that have not utilized applications like keyshot but this program uses environmental lighting and a lot of the aforementioned principles to adjust lighting properly to the object files we create and export with Maya, ZBrush and 3DS Max. There are various methods that can be utilized for the generation of light in environmental mapping and the article does a great job of explaning how each works and the differences. Two methods mentioned that we have used thus far are Monte Carlo Rendering or averaging large numbers of random samples (final gather) of light in the scene and Conversion to directional light sources or placing lights in the scene in the direction of the lighting we are trying to create.In all, the article was an intelligent and in depth look at what exactly is going on under the hood of the functions we have used this month in Maya. I would suggest, if you have a mind for mathematics and a bit of will to sift through the technical jargon, that you spend a few moments to read this article. It is not a short read by any means as it is written in the form of an experiment in lighting, but it is very thorough and will leave you with a better understanding of how things are working and quite possibly why that area light you just placed is making little to no change on the surface you just aimed it at.Why is this important?This is a look into what is happening for still imagery and poses the question of what happens when the realistic HDRI is then adjusted in real time? Everything changes. It gave me, as an animator, a lot to think about as I have spent countless hours getting this one image to look correct. Now what happens when I rotate the camera or the scenery around it?Why was this motivating?It gives us an understanding of what we are doing as artists. It allows you to understand that you are doing much more than just moving an object to set highlights and shadows. You are creating a universe of lighting within an otherwise dark "world".Why was this relevant?
http://search.ebscohost.com.oclc.fullsail.edu:81/login.aspx?direct=true&db=a9h&AN=108645051&site=ehost-live
The article that I chose to read, " Photorealistic Rendering of Mixed Reality Scenes ", discussed various types of rendering with concern to virtual objects that are to be placed in real world scenes. The authors mathematically broke down how light can be captured from a real world image and transferred to CG via software programs and the different methods therein. One such method discussed was High Dynamic Range Imaging ( HDRI which we have used in our IBL for final renders ). In order for this method to work however the authors spoke of the need for, "perceptually consistent illumination". Basically stating that you must have a scene that has similar lighting throughout in order to achieve a proper sample that can be utilized to light an object that is created and placed within a realistic scene.This made me think back to the video lessons where we were using the HDRI image for the ground and how the shadows would work in the scene for a short period of time but then we would have to augment the ground plane by creating a virtual plane. This is where they began to break down Image Based Lighting and its inability to capture how light varies from one location to another in the real scene. The authors went on to talk about how this can be compensated for ( as in our lessons this week ) through the use of Bi-Directional Reflectance Functions ( BRDF ) and the usage of environmental mapping.At this point there are a majority of us that have not utilized applications like keyshot but this program uses environmental lighting and a lot of the aforementioned principles to adjust lighting properly to the object files we create and export with Maya, ZBrush and 3DS Max. There are various methods that can be utilized for the generation of light in environmental mapping and the article does a great job of explaning how each works and the differences. Two methods mentioned that we have used thus far are Monte Carlo Rendering or averaging large numbers of random samples (final gather) of light in the scene and Conversion to directional light sources or placing lights in the scene in the direction of the lighting we are trying to create.In all, the article was an intelligent and in depth look at what exactly is going on under the hood of the functions we have used this month in Maya. I would suggest, if you have a mind for mathematics and a bit of will to sift through the technical jargon, that you spend a few moments to read this article. It is not a short read by any means as it is written in the form of an experiment in lighting, but it is very thorough and will leave you with a better understanding of how things are working and quite possibly why that area light you just placed is making little to no change on the surface you just aimed it at.Why is this important?This is a look into what is happening for still imagery and poses the question of what happens when the realistic HDRI is then adjusted in real time? Everything changes. It gave me, as an animator, a lot to think about as I have spent countless hours getting this one image to look correct. Now what happens when I rotate the camera or the scenery around it?Why was this motivating?It gives us an understanding of what we are doing as artists. It allows you to understand that you are doing much more than just moving an object to set highlights and shadows. You are creating a universe of lighting within an otherwise dark "world".Why was this relevant?

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