Re: Dosch HDRI maps
| Date : Thu, 21 Sep 2006 12:13:12 -0700 |
| To : XSI(at)Softimage.COM |
| From : Andy Jones <andy(at)thefront.com> |
| Subject : Re: Dosch HDRI maps |
Since you mentioned it, lately, I've had really fantastic results with linear space workflow (and gradually, I think I'm even winning over our compositors -- particularly now that we've discovered "guide layers" in AE), so everything I'm doing is now biased towards trying to get renders that treat light in a physically-realistic and consistent manner. Then we can do any "cheating" we want to do in the comp. It's just easier this way, since everything plays nicely together. Thinking back to before we adopted linear workflow, we constantly had problems with balancing lights and contributions from different light sources. And reflections never looked quite real (you never got that sort of image duality you get in real life, where the diffuse color and the reflected color are both perceptually present). I don't mean for this to turn into a rant about the benefits of linear space workflow, but I do think it has a lot to do with what sort of look you're going to get out of using high dynamic range environment maps for lighting and reflections. So, I guess what I'm saying is, it's really hard to disagree or agree with what you're doing without knowing if you're working with linearized textures and applying a gamma correction after-the-fact. It sounds like maybe you're working in PC gamma space -- particularly if you're using 16-bit renders. Is that the case? If so, having to apply a gamma of 2.2 to the maps before rendering would make sense. I've seen a lot of people leave linearized reflections from .hdr or .exr files in their renders without ever doing a gamma correction, and it works sort of okay, since what they're typically going for is bright values that "punch through" a partially-reflective material, but I would think diffuse light contributions would produce pretty bad results without texture linearization and image gamma-correction (probably in the form of overly-hard, constrasty lighting, as you mention).
Going back to the original thread, this is actually a big part of my beef with the computer-generated Dosch images -- they appear to be living mostly in video space before any gamma is applied, and therefore don't have good range. Also, maybe I mentioned this, but having completely black materials in an exr file to be used for environment maps is pretty much just insane, and they do it all over the place.
I'm hoping that the eventual result of this thread will be guidelines for a toolkit for generating a set of environment maps for a given scene, which I will then build in my nonexistent spare time. Currently, the process is a little too slow, and we end up re-using environment maps when we really shouldn't. Ideally, what I'd like is to have a one-click solution, where I can place an environment-recording source in a scene and optionally generate a single environmnet map or time-driven sequence of environment maps. This would hopefully include several levels of blurriness, as well as a "fast-lookup diffuse ball" environment map (allowing for an IBL look and feel with a single texture lookup). Probably, this toolkit will also involve a few shaders for coordinating raycast types between material shaders and environment shaders, so that in a shader setup, you can control which environment map gets used. So, that being said, if anyone has ideas for tools they'd like to see, I'd love to hear them.
Thanks, Andy
Tim Leydecker wrote:
Following up on bogus intensity shifts, seems I get expected results when I use correct gamma, e.g. "display gamma affects rendering" together with a 2.2 gamma gives a way smoother and more natural look than sticking to the 1.0 gamma and having to tune down the materials due to the more pronounced contrast biasing to the brights.
The above is in no way accurate and shouldn´t be mixed up with working in a "linear space workflow" but helps alot in getting believable environmental lighting with controlable diffuse component, as a rule of thumb, gamma around 1 (for the *.hdr) will be hard, reducing the soft, bouncy lighting component while a higher gamma will result in smoother transitions and a quite softer look, pronouncing the mid values, washing out darks as well as toning down the hotspot areas. In a way it´s like going from a sunlight to an overcast sky lighting setup. Personally, I prefer to default to the more diffuse look and "S-Curve" things later in post, esp. for 16+bit renderings.
Cheers
tim
----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de> To: <XSI(at)Softimage.COM> Sent: Tuesday, September 19, 2006 12:04 PM Subject: Re: Dosch HDRI maps
Hi Andy,
sorry for the delayed response, I lost track.
Yeah, getting good UV´s on the sphere to rendermap from has proven bitchy, I´ve still got some stretching at the poles currently but decided to live with it for now.
Regarding the intensity shift, factor 2 or 4 are ballparkfigures I´ll dial in to account for the fallof that seems to happen when using the rendermapped file as source for the enviromentshader together with FG. From a physically accurate POV one could argue this "must be" correct, due to conversion happening from
light>rendermapshere>envshader>lit object
but this could also be a complete bogus and I had just set my diffuse values wrong initially...
Cheers
tim
P.S: I just learned yesterday that at least Mayas materials have a factor 3.14 (pi) too high defaultvalue for the diffuse, althought the irradiance attribute has been fixed for mR (both XSI+Maya), this seems to have slipped through, maybe something to do with that...
----- Original Message ----- From: "Andy Jones" <andy(at)thefront.com> To: <XSI(at)Softimage.COM> Sent: Saturday, September 16, 2006 11:38 PM Subject: Re: Dosch HDRI maps
Actually, now that you mention it, I don't know that I've ever generated a 32-bit reflection map from scene geometry. I have taken existing reflection maps and blurred them using shaders and texture baking to allow for optimized convergence in shaders that multi-sample the environment (since just blurring a reflection map typically produces uneven blur). I guess to do a straight-up reflection map, I would probably just throw a reflection shader on a sphere and rendermap to a spherical projection. I suppose you could do a cubic cross, but AFAIK, you'd have to do some manual uv'ing or something. I think at one point, we wrote a script to spherize an object, so you could cubic-project on a cube, then subdivide a bunch of times and spherize it. So you'd basically have a perfectly-cubically-divisible sphere. Otherwise, the edges aren't really in the right place, I think. You could also do a cubic map by rendering out 90 degree cameras in 6 directions -- I've done that for quick&dirty GL stuff before.
I think in the past, I've usually gone straight to .map, and then used the .map files directly, without re-exposing. I don't really see why you should have to adjust for intensity in a general sense -- do you have any idea why that is?
-Andy
Tim Leydecker wrote:
Sorry, I´m using *.ct, not *.map. *.ct works. Convert it using imf_disp.exe from a Maya install. (XSI one will work the same or better,depends on build).
Cheers
tim
----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de> To: <XSI(at)Softimage.COM> Sent: Saturday, September 16, 2006 10:11 AM Subject: Re: Dosch HDRI maps
How do you create your 32bit environmentmaps in xsi?
custom shader? spherical ones or cubics?
I currently bake a 100%reflective sphere to *.map texture and convert that to a *.hdr/*.exr since it seems using any other format produces incorrect results in XSI 5.1/5.11 when selected a target for a baking. I think I logged it a bug allready, at least for *.exr. This approach lacks good filtering, thought. Also reuqires the resulting file to be normalized by factor 2 or 4 to get the proper intensity back.
HDRshop is nice to have when comparing actual dynamic range of source and baked texture for such a matter and fitting the "intensity" to the former.
Cheers
tim
----- Original Message ----- From: <andy(at)thefront.com> To: <XSI(at)Softimage.COM> Sent: Saturday, September 16, 2006 7:26 AM Subject: Re: Dosch HDRI maps
This is good to know. So, I won't raise my arms and scream if anyone---
tries to buy the Extreme High Res ones or the skies (although I will
mention that we already own the skies). I still highly recommend that
others do so if anyone tries to buy "radiant skies" or "industrial
reflections."
The project we're working on right now requires interior lighting. And
actually, we were hoping to relight each shot individually. Does anyone
have any good tricks for getting nice "soft-box" effects in reflections? And has anyone used the stuff from HDRI-Studio with any success? It seems
like what we'd really like to have is just a model of a soft-box with a
proper re-exposable exr texture that I could duplicate and place in a
scene, then generate my own exr environment maps from it (or just render
it directly).
-Andy
On Fri, September 15, 2006 3:59 pm, Francois Lord wrote:
The Extreme High Res ones are useful when you need an 360 degrees
environment for an SD shot, or when you need very crisp reflections in HD.
Creating your own HDR image with that quality is quite difficult.
The skies are ok. It's definitely cheaper to buy them than to go out and
try to get the right sky for the shot you need... for 14 days in a row.
Kris Rivel wrote:
Well I can only speak on behalf of the "Extreme High Res" and standard---
"Sky" libraries. I found them very useful on several jobs where
creating or shooting our own HDRI was out of the question. If you have
the time and money though, its worth making your own with a proper
setup. I can highly recommend the guys at EPOP (http://www.epop.com/).
They use one of those great Spheron cameras
and they created stunning HDRI images for me in the past.
Kris
Andy Jones wrote:
Yeah, I suppose we have too, though we've had just as much luck just
browsing through Turbo Squid. But these exr's, specifically, are
pretty weak, I think.
-Andy
Joe Laffey wrote:
On Thu, 14 Sep 2006, Andy Jones wrote:
This is just an FYI for anyone who doesn't want to waste $125 or
so. This is now the third time one of our project leads has
decided to buy a package of Dosch HDRI environment maps for a
project. We now own skies, radiant skies, and industrial
reflections. Of these, it's really obvious that radiant skies
and industrial reflections are just CG renders of
poorly-constructed environments. In the industrial reflections,
there are, for example, completely black materials (that don't
ever change color no matter what exposure you use). And none of
the interior lighting re-exposes in any sort of reasonable way.
And the clouds
in the radiant skies are really stupid-looking hand-painted
chicken scratches. The regular "skies" package is not as bad, but
I
wouldn't say I'm particularly impressed by it, either. Anyway,
just a heads-up about a lame product. For interiors at least,
just save yourself some money and make your own environment maps
of your scenes... If you don't have a scene, just throw some cubes
in there -- that's all Dosch did.
FWIW, I have gotten some models from Dosch that were more than
adequate for the price. So noth everything they have is lame. BUt,
like anything caveat emptor.
--
Joe Laffey | Visual Effects for Film and Video
LAFFEY Computer Imaging |
-------------------------------------
St. Louis, MO | Show Reel http://LAFFEY.tv/?e02809
USA |
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- Re: Renaming Memo cams?
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- Re: Renaming Memo cams?
- From: "Pablo Testa" <xsi.list(at)animarte-3d.com.ar>
- Dosch HDRI maps
- From: Andy Jones <andy(at)thefront.com>
- Re: Dosch HDRI maps
- From: Joe Laffey <joe(at)laffey.tv>
- Re: Dosch HDRI maps
- From: Andy Jones <andy(at)thefront.com>
- Re: Dosch HDRI maps
- From: Kris Rivel <kris(at)krisrivel.com>
- Re: Dosch HDRI maps
- From: Francois Lord <francoislord(at)gmail.com>
- Re: Dosch HDRI maps
- From: andy(at)thefront.com
- Re: Dosch HDRI maps
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: Dosch HDRI maps
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: Dosch HDRI maps
- From: Andy Jones <andy(at)thefront.com>
- Re: Dosch HDRI maps
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: Dosch HDRI maps
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- RE: Renaming Memo cams?
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