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Updated:Dec 05, 2006 |
Readership Level:Advanced |
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Maya Versions:1.x, 2.x, 3.x, 4.x, 5.x, 6.x, 7.x |
Platforms:linux, mac, windows |
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Language:English |
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Step 2: Using the HDR image to generate lights to create lights
At this stage we will be deriving actual Maya lights from the HDRI image through the use of the exported Lightgen file that was created earlier (pp 56).
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Figure 29
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Figure 30
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Figure 31
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Figure 32
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Figure 33
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Step 3: Creating scene specific elements
For some CG mock-ups there may be "special" lighting situations that need to be created. Examples include caustics and fog. If this step is not required for your CG mock-up, you may skip this step (pp 57).
- The Brock's Lightgen Control script also allows the input of an additional Lightgen MEL file
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- Set the percentage first of what amount of lights to keep then click Generate and browse to the appropriate file.
- Once the top percentage of the lights have been selected then enable light specific items for those lights
- Below is an example image of an object that would require special lighting. On the left is the Maya setup and on the right is the image rendered in Maya with just a caustic pass.
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Advanced Use: Matching a specific angle and creating shadows
In order to make the final result look as convincing as possible there are two additional advanced used stages that can help blend a CG mock-up into the live action photograph.
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Figure 37
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Figure 38
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By using these advanced steps you are able to create an even more realistic looking composite. Keep in mind at this point the lights have not been manipulated in position or placement at all from the default.
Step 4: Dirtying up the image

As with any lighting setup there needs to be constant tweaking in order to produce the best results. It should be clear that using just IBI alone is not a very effective solution, but by stepping though this pipeline it is possible to generate an accurate rendered image from using the HDRI file as the base for all of the different lighting stages.
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Figure 41 Below are some examples of the camera being lit through different lightprobes (left) that are HDR images in angular format. The lighting is just using the first stage of this pipeline to visualize the different lighting aspects possible |
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My Related Links:
Thesis Production - a HTML page that describes parts of my thesis work over the past year in more detail (incomplete)
My Created Lightprobes
Brent Watkins - the person responsible for helping me with my scripting difficulties
Paul Debevec's Homepage - The creator and probably the largest promoter of HDRI
HDRShop - Debevec's free HDR creation program
Debevec SIGGRAPH 2001 - Debevec's Image Based Lighting 2001 SIGGRAPH course
Debevec SIGGRAPH 1997 - Debevec's Recovering Range Radiance Maps from Photographs 1997 SIGGRAPH course
Debevec SIGGRAPH 1998 - Debevec's Reendering Synthetic Objects into Real Scenes 1998 SIGGRAPH course
Simon Bunker - a rendering guru with some excellent work and descriptions of HDRI
CGTechniques.com - A site with several tutorials regarding HDRI
OpenEXR - An open source format from ILM that supports HDR information
HDRIE - A free HDR image reader and editor from the University of Illinois
ATI - Rendering with Natural Light in Real Time - a real time example of Debevec's Rendering with Natural Light
rthdribl DX9 - Real Time High Dynamic Range Image-Based Lighting in Direct X 9
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