A
Linear Lighting Workflow Based Around Mental Ray's Final Gather
I'm hoping this will become part of a collective of innovations projects if people decide to upload or post theirs too, so I'll link to them at the bottom of the post and update the it as they become available. I was specifically interested in expanding my understanding of bounce cards and indirect lighting techniques inside of Mental Ray so I created a step by step as I lit a scene using this method almost exclusively. Here it is for your perusal:
First I set up a simple scene with some props inside it and created a camera. In order for 32bit rendering to be enabled in Maya you first must go to the display tab of an open render window, and set Maya to 32bit, restarting the program if necessary. Now you need to go to the mental ray tab on the camera's attributes and create an exposure node to give you control over the exposure of the scene. Create this node by clicking the checkerboard next to the lens shader box.
First I set up a simple scene with some props inside it and created a camera. In order for 32bit rendering to be enabled in Maya you first must go to the display tab of an open render window, and set Maya to 32bit, restarting the program if necessary. Now you need to go to the mental ray tab on the camera's attributes and create an exposure node to give you control over the exposure of the scene. Create this node by clicking the checkerboard next to the lens shader box.
The
lens shader you want to use is the mia_exposure_simple. For what
we're doing it has plenty of control and nothing that you can't add
in post later if you need it.
The
important part here is to setup the way your scene is being
displayed, so that it is correct within the linear workflow we are
using, some people like to gamma correct each shader individually but
this a much quicker and more efficient way if perhaps less physically
correct.
Go to
the gamma attribute of the lens shader and set it to 0.455. This will
ensure that your scene is being displayed in a way that matches the
sRGB output of a computer monitor.
You
can leave the rest as default for now though we may (will) need to
tweak them later.
Now to
ensure that Maya is not applying the gamma correction twice when
displaying the image you need to go to the render view and under the
display tab at the top choose colour management.
This will bring up the the colour management settings in the attribute editor. You need to set the top on to “Linear sRGB”.
This will bring up the the colour management settings in the attribute editor. You need to set the top on to “Linear sRGB”.
Final
gather has a sneaky and powerful feature where you can use the colour
of a camera's environment to effect the final gather, to simulate say
the colour of the sky, casting light where the sun doesn't shine.
Here I've set it to grey just to give the final gather a bit of a
boost in the areas the light isn't going to reach.
A little about render settings before anything else is done. In order for the 32bit renders to display without noise you need to set the framebuffer to RGBA 32bit at the bottom of the quality tab in the render settings, a format like OpenEXR can handle this fine but tiffs also work. Make sure Mental Ray is the selected renderer and that final gather is turned on, either in the features tab or the indirect lighting tab, the result is the same.
A little about render settings before anything else is done. In order for the 32bit renders to display without noise you need to set the framebuffer to RGBA 32bit at the bottom of the quality tab in the render settings, a format like OpenEXR can handle this fine but tiffs also work. Make sure Mental Ray is the selected renderer and that final gather is turned on, either in the features tab or the indirect lighting tab, the result is the same.
After Final Gather |
Area
lights are slightly tricky and there are some sampling things you
need to straighten out that for the shadows to look smooth, its also
easy with an area light to increase render time radically without
actually increasing image quality. Before any of that is approached
set the falloff to quadratic and assign a portal light shader in the
light shader box under the mental ray tab of the light's attributes.
For
the portal light shader to work the light needs set to use the light
shape in the mental ray section and have the “visible” box
checked on. The great thing about the portal light shader, and its
relevance to a final gather pipeline, is that it draws in light from
the exterior environment colour and pumps it through the hole you put
it in, meaning that final gather quality is greatly increased on
interior lighting without having to massively turn up any settings.
Its intensity acts independently of the light's intensity so you can
tweak the multiplier attribute and ignore the original light
intensity.
The Portal Light |
I then
experimented with turning the final gather falloff right down to only
between 50 and 75 world units of distance. This meant that anything
further than that was illuminated by the environment colour so the
entirety of the room was now lit as it exceeded these measurements,
therefore drawing on the environment colour rather than remaining in
darkness. It looks nice but was not the effect I was going for.
Hole In The Roof |
That's
the one light setup (subject to further tweaking), next Ill explain
how virtual lights work and how to set them up. In lighting for
cinema or photography bounce cards are often used to spread light
around in a soft way that requires no extra lights, just large white
surfaces. In mental ray you can achieve the same effect without even
needing the light to bounce in the first place, just the card. First
a polygon plane is created (or any shape, depending on how you want
the light to be emitted), then a surface shader is assigned to it.
But changing the out colour of the surface shader to a white it will
emit light when final gather is turned on. The softness of that light
is controlled by the size of the plane, the direction by the angle,
and the intensity by the value of the out colour. If you open the
colour watch for the out colour you can type values higher than one
into the value box to create brighter virtual lights of any colour.
Virtual Lights |
If you don't turn them off you get a render that looks like this:
Oops, forgot to hide them in the render stats... |
I
planned to fill the suitcase with Kernels so I created a
hemispherical virtual light to place over the
them
and give them a knowledgous glow. Playing with sizes, angles, and
intensities was important to get the tops of them glowing but also
have them receive enough light from the environment to make them sit
properly amongst the other props.
After
a quick render it looking like this:
I really liked
this look but the overall look was too dark and contrasting. Perhaps
more realistic, but I want more of the environment detail to be
visible, as well as Leonard's facial features. Without touching the
portal light itself, which I had increased the intensity on in the
previous render, I turned the environment colour on the camera from a
dark grey to white. It changed the overall luminosity dramatically.
From here it was just a question of evening it out a bit which can be
done easily using the lens shader.
Over Exposed |
After some minor tweaks to various brightnesses and things I adjusted the lens shader, using its compression attribute to narrow the high dynamic range of the exposure, bringing the blackest blacks and the whitest whites closer to the visible spectrum, and equalise the mid tones for an image that probably closer resembles what I eyeball sees rather than what a camera would see.
I set
the compression attribute to 5, the gain up to 2 (brightening the
whole image), and kept the knee at 0.500 in order to stop the
highlights from blowing out too much.
Any
questions?
Innovations Collective:
Charlie Minnion: How to composite a polluted city.
[watch this space]
Innovations Collective:
Charlie Minnion: How to composite a polluted city.
[watch this space]
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