tag:blogger.com,1999:blog-4507781040981315140.post5946277611068265191..comments2023-10-20T04:17:20.006-05:00Comments on r a m y h a n n a . c o m: Studio Lighting SetupRamy Hannahttp://www.blogger.com/profile/03676633006416915737noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-4507781040981315140.post-28496674809406904702012-01-31T05:16:12.976-06:002012-01-31T05:16:12.976-06:00Yes that's right. With exposure control on and...Yes that's right. With exposure control on and process background map off mr will leave the background unprocessed and where the background map is seen through the ground plane it applies exposure control (because that's an object)......3deekhttps://www.blogger.com/profile/11601426363381473658noreply@blogger.comtag:blogger.com,1999:blog-4507781040981315140.post-66178857451095207742011-12-22T11:30:32.076-06:002011-12-22T11:30:32.076-06:00I think it is possible to use mr exposure in the s...I think it is possible to use mr exposure in the scene you showed in that topic. physical scale must be unitless and tweaked by taste, process environment and background maps should be on, as 3deek mentioned. As Zap Anderson explained production shaders work well with non physical scale lights and by turning physical scale to unitless and enter some values there we tell max at wich physicaly correct numbers, brightness of the light (usually the values of the brightest light) is equal to the brightness of a pixel equal 1 (the pure white color).Lextorlexhttps://www.blogger.com/profile/11119048080279919454noreply@blogger.comtag:blogger.com,1999:blog-4507781040981315140.post-89892354092529591122011-12-20T04:18:18.533-06:002011-12-20T04:18:18.533-06:00Maybe I'm wrong but I think it's not weird...Maybe I'm wrong but I think it's not weird how the material acts. I think you did not check 'process background maps' in the exposure control. But if you do your background isn't white anymore of course. Correct me if I'm wrong...3deekhttps://www.blogger.com/profile/11601426363381473658noreply@blogger.comtag:blogger.com,1999:blog-4507781040981315140.post-16549194617658322992011-11-22T12:55:09.706-06:002011-11-22T12:55:09.706-06:00Hello,
I am fairly new to 3D Max animation. I hav...Hello,<br /><br />I am fairly new to 3D Max animation. I have a question regarding how to animate an direction arrow.<br /><br />My intention is to import a google earth image of a route in 3D max. Then I want to show the route by animating a direction arrow which plays in a loop (like the arrow boards we see in the night). I have attached the image for reference.<br /><br />Please help. You can contact me on szunaira@gmail.comsaherhttps://www.blogger.com/profile/06115289997547760047noreply@blogger.comtag:blogger.com,1999:blog-4507781040981315140.post-33905897686909109712011-11-19T08:19:25.706-06:002011-11-19T08:19:25.706-06:00Simon, thanks for sharingSimon, thanks for sharingRamy Hannahttps://www.blogger.com/profile/03676633006416915737noreply@blogger.comtag:blogger.com,1999:blog-4507781040981315140.post-79569761490142167602011-11-19T07:18:09.523-06:002011-11-19T07:18:09.523-06:00You hit the nail on the head when you state that y...You hit the nail on the head when you state that you cannot achieve the top image with 'physically accurate' lighting. In the days before CGI product shots, even before the Photoshop era, and even now during a traditional photography shoot the photographer will have to set up his/her table-top studio with a white background (a cyclorama rather than a flat card to avoid the 'horizon') and blast the product with strong key lighting. This is to ensure that anything approaching white will wash out, effectively becoming over-exposed and thus a consistent flat white tone. In short, this was traditionally achieved through careful lighting and exposure and was often called a 'high key' setup. The look you've achieved in the second picture is the ideal, but the shadows are probably darker than you would have been able to achieve with a traditional physical photography setup. So, despite being much more pleasing it still isn't in any way accurate. That's not a criticism BTW, I'm just pointing out how much more flexible CGI is over chemical-based film. I've recently done some similar high key style setups and the clients were very particular about how the shadows and reflections should look. Here's a link: http://madewithmice.com/gallery/index.php#!prettyPhoto/0/Simonhttps://www.blogger.com/profile/01450122604717195429noreply@blogger.comtag:blogger.com,1999:blog-4507781040981315140.post-86823250205533465002011-11-18T15:10:40.932-06:002011-11-18T15:10:40.932-06:00thanks!thanks!st.germainhttps://www.blogger.com/profile/10974248887086731034noreply@blogger.comtag:blogger.com,1999:blog-4507781040981315140.post-29286219711393191792011-11-18T09:30:29.990-06:002011-11-18T09:30:29.990-06:00Thanks for the tip!Thanks for the tip!carynghttps://www.blogger.com/profile/17068931346044435241noreply@blogger.comtag:blogger.com,1999:blog-4507781040981315140.post-2681292826029584292011-11-17T13:58:16.648-06:002011-11-17T13:58:16.648-06:00st.germain,
in your light settings in the modifier...st.germain,<br />in your light settings in the modifier tab, there is a field under Shape/Area Shadows rollout called "Light Shape Visible in Rendering". Just check it, and it will make your photometric area light visible in the rendering.Ramy Hannahttps://www.blogger.com/profile/03676633006416915737noreply@blogger.comtag:blogger.com,1999:blog-4507781040981315140.post-62230337589143878312011-11-17T13:55:45.732-06:002011-11-17T13:55:45.732-06:00hi ramy,
very intresting, thanks! one question, ar...hi ramy,<br />very intresting, thanks! one question, are the area light causing the white reflections in the teapots.<br />if yes, how exactly are the adjustments of the ligts?<br /><br />greetings joergst.germainhttps://www.blogger.com/profile/10974248887086731034noreply@blogger.com