Archive for April, 2010
Sphere Desktop Background
Continuing to tweak my lighting setup, I think I’m getting pretty close to something I like. It has multiple layers along with multiple render “passes” that has different render presets (I.E. Draft and production) so testing is painless and fast. The different layers include different lighting schemes and different backgrounds (strong lighting, even lighting, dramatic lighting, diffuse bckgrnd, ref. bckgrnd etc…) The below test came out pretty sweet so I saved out a 1920X1080 for a background image. I also have a 2560X1600 if anyone ones it. Cheers!

Light Setup
I have finally gotten the time to create a new lighting scene for Adidas. Finally, I can get them working linearly! Quite simple, and still in its early stages. My test subject is a scene off of http://www.mymentalray.com/. I am using 3 portal lights, along with 3 softboxes in front of them to soften the shadows. I am using 2 blackbody shaders in the lights and 1 cie_D (blackbodies have a more saturated color, while the cie_d is less saturated). Of course the lights are visible. I am also using final gather and AO within the MIA for the cloth. Kelvin temps of the lights are 5K, 6.5K, and 5.5K and the kelvin control in the lens shader is set to 5.5K. All MIA_X mats. There will be multiple variations of this scene, including a layer that has harsher lights and shadows, different background attributes and etc.. You can see where I put my lights by looking in the chrome ball ;)
Oh and if you notice, you can see in the center of the area light is a bright point. You can see this strongly because the softbox that is in front of it, intensifies this flaw. This proves that area lights in Maya emit more from its center and not uniformly. Can’t wait for 2011 to test this out with the new physically accurate light.

Adidas Enduro Bounce WIP
I have begun the laborious task of replicating an Adidas shoe for the glorious reel. It is called the Enduro Bounce II. This will be high poly and will completely and accurately match the real life shoe. I want to keep things quads and as close to the same relative size as possible so if I need to take things into Zbrush, it will behave nicely. I will be modeling every part of this shoe and of course texturing/lighting/rendering later on. I have started with the sock liner since it was the easiest to get the proportions correct on. Here is the sock liner (the cushy part you put your foot on in the shoe) half completed.I have the shoe in hand and of course have lots of reference images and the such to go by. I’m makin sure the edge loops flow right and every edge loop has a home :-)


here is the actual shoe more or less (found the pic on the web because I’m too lazy to upload one of my own):

Ambient Occlusion
Throughout the years I have always been told to render an AO pas and multiply it over the beauty and fuss with it to make it “correct.” This method has always looked incorrect to me and always makes things look dirty. But I was always the student (and will always be in a sense) so I never thought to challenge it, and thought I was wrong. Well ladies and gentlemen, I am about to link you to a post on Master Zap’s blog that will rock your world and will change how you do an AO pass (hopefully).
Here is the image:

and here is the article
http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html
Illuminance Continued
*Generalizing Alert*
my notes continued.
So say you have a point on a surface and you want to find out how much illuminance it is getting. What we do, is look at the light source and see how big of an angle it covers. We take that angle, multiply it by the amount of luminance the light has and you get the illuminance value at that point. If the light source is bigger, it covers a larger angle. If the same light is farther away, it covers a smaller angle which means the illuminance of that point is lower. Distance is irrelevant actually. All that matters is the size of that angle. A large light from a far distance and a small light at a near distance that covers the same angle and same luminance value will give the same illuminance.
You have heard the term “light falls of quadratically” or at least seen the option for the light in Maya (distance^2). This is actually a fairly inaccurate representation of the above subject. It is only accurate for distant lights. Example. You have a plane of light that has a length of X meters at a distance of Y from object P covering an angle of Z. If you were to half the distance between the light source and the object, the angle of course gets bigger, and at far distances it’s really close to doubling the size of that angle Z. However, since the light source can never reach point P, that means the angle can never grow past 180 degrees. This means that for each time you half the distance, the degree that the angle changes will grow farther away from doubling and closer to staying the same.
Example. Walk up to a large light source such as a window or tv. Look at your hand as well as how bright the tv/window is and notice how bright it is. It has a specific luminance. Take two steps back and look at your hand, your hand will appear darker, but tv/window look to have exactly the same luminance. This is because when you were closer, the light source covered a larger angle compared to your hand and when you stood back, it covered a smaller angle which means it will illuminate your hand less.
There are many ways to imitate this in CG. For MR, you have your final gather, photometric lights, and of course the beautiful and amazing Portal Light.
There is a big problem with traditional cg lights because they are point lights. Points cannot cover an angle to a point on a surface because it has no area which means it cannot emit any illuminance. This means the objects in a scene does not know what luminance the light has so it is faked. It also has an unclear mythical 0-1 value of color which is of course unrealistic (value of light is from 0-whatever). Lights also have strange falloffs (none, linear, or tries to do a distance^2 blindly). They are also rarely ever visible in a scene like they are in real life. When they are visible, their intensity is computed incorrectly. Even old MR. lights are buggy and hacks.
The reflections of the light source is generated by a fuzzy blob. This is a big problem because our eye uses highlights to judge an object and figure out most of it’s features. If we make it visible so it can be seen in reflections we run into major sampling issues.
Let’s get technical with light and pixels
This post is going to be quite dry and lacking of pictures, I hope you will forgive me because this stuff is actually quite interesting. I have learned all of this through mindless perusing of sites, and blogs. Below is basically a summation of some of the teachings of Master Zap. And of course everything is generalized
When you talk about lights and units, you can break them (generally) into two categories. Radiometry and Photometry. Radiometry is what you measure. It is actual radiation and its base unit is the Watt. Photometry is what you see, it is the perceived brightness, and its base unit is the lumen. The relationship of these two is based on the relationship on the sensitivity of the human eyes. This is called the “Photopic Response Curve” For any spectra of light, it can be expressed as a number called “luminous efficacy” (lm/W)
As you can see from the graph, we see green the most–>exactly 555 nm of wavelength. So it will have a very high luminous value. Whereas over in the far left area of the violet where there is exactly the same amount of watts we will have a 0 photometric value to us.
Computer graphics is technically radiometric units, photometric units can be more useful.
. photometric radiometric
Luminous power = lm (W)
Luminous Intensity = lm/sr = cd (W/sr) cd=candela
Luminance = lm/sr/m^2 =cd/m^2 (W/sr/m^2)
Illuminance = lm/m^2 (W/m^2)
sr = steradian
radian=2d angle where the arc length of a circle is equal to the radius
circle =2pi radians
steradian
3d angle where the area on a sphere is equal to the square of the radius
A sphere covers 4pi steradians
luminous power = the amount of light leaving the entire light in every direction at once.
luminous intensity = the amount of light leaving the entire light in a particular direction.
luminance = the amount of light leaving a particular point on a light and goes in a particular point. Our everyday perception of brightness is luminance.
illuminance = the amount of light arriving at a particular point on a surface, but coming from every direction. A sum of all the luminances in all directions seen from a point.
Now you can begin to see how this is all related to the CG world and rendering. But what about pixels?
PIXELS:
A camera is a luminance measuring device.
Pixels can be many different things. They can be the actual brightness of something. R,G,B are proportional to spectral radiances. Weighted value is proportional to luminance. The range of this is 0 – whatever. You can have as much as you want. We cram these into low dynamic ranges and call it black to white. That is just the limit of the file type, not of reality. It can be how much something reflects (0-1 range) such as texture images.
Most computer graphics displays have a display of 8 bits of red, green, and blue. 0 is black, 255 is white and 127 LOOKS like middle gray, but even though 127 is half of 255, it is not half the brightness. The human eye is a funny thing. We perceive light in a non-linear way.
This is a perceptually linear ramp:
This is a linear ramp:
If you measure the values of luminance, you will see that the perceptually linear ramp is not right. If you really made the same change for each step, you would see a curve like the bottom image. We perceive huge jumps in the dark area and small jumps in the light area.
If we try and encode an image using the linear values it will look horrible, whereas if we encoded it using the perceptually linear values, it will look correct. This is exactly what the computer monitor does. The pixel response of the monitor is not linear. 127 is not half as bright as 254. This, of course, is called gamma. A computer’s gamma is typically 2.2.



