Shader Utilities

BSDF Shader at 3dsmax2012

Posted by thorsten hartmann on Mon, Sep 19 2011 10:05:00

Hi Guys,

 

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BRDF shaders are a new type of material property to support common shading and texturing tasks with a single shading function which is designed to work with both direct and indirect illumination. A BRDF can be computed either procedurally for algorithmic models, or retrieved from measured BRDF data of real-world materials.

Shader Utilties at 3dsmax2012

Seven BSDF Shader included at Shader Utilities (3dsmax2012): download Update at 24-09-2011

 

- BSDF : architectural compatible

- BSDF: architectural

- BSDF: ashikhmin

- BSDF: Carpaint

- BSDF: Lambert

- BSDF: Mirror

- BSDF: Phong

 

A Bidirectional Reflection Distribution Function (BRDF) is a common model in computer graphics to describe illumination characteristics of a material.

A Bidirectional Scattering Distribution Function (BSDF) is an extension of a BRDF with transmission properties like refraction added to the model, and used in mental ray as the basis for its internal representation.

A BRDF can provide additional information to the renderer compared to conventional shaders normally used in materials. As a benefit, these functions typically adhere to physical or mathematical constraints. This knowledge can be essential to improve rendering efficiency. On the other hand, a BRDF does not offer the same flexibility as a material shader. However, this flexibility is not needed for the majority of rendering applications, but the performance costs associated with "black box" shading can be avoided in those cases.

The current implementation allows rendering algorithms to take advantage of specified BRDFs as needed, or still support fully programmable shading. mental ray provides a set of built-in BRDF shaders for common shading models. They are exposed as built-in shaders which can be attached to materials slots like regular material or photon shaders. For advanced rendering algorithms like irradiance particles a BRDF should be attached to the bsdf slot of a material description.

 

BSDF : architectural compatible

Shader Utilties at 3dsmax2012

 

BSDF: architectural

Shader Utilties at 3dsmax2012

 

BSDF: ashikhmin

Shader Utilties at 3dsmax2012

 

BSDF: Carpaint

Shader Utilties at 3dsmax2012

 

BSDF: Lambert

Shader Utilties at 3dsmax2012

 

BSDF: Mirror

Shader Utilties at 3dsmax2012

 

BSDF: Phong

Shader Utilties at 3dsmax2012

 

have fun!


mfg
thorsten hartmann



Workflow: IBL & mia physical Sky

Posted by thorsten hartmann on Wed, Sep 14 2011 10:13:00

Hi Guys,

 

I have found a way to use the 3dsmax daylightsystem with IBL.


click to zoom for all GUI´s

 

The 3dsmax mr_physical_sky don´t work correct. I have wrote a phenomenon to activate the "physically scaled sun" Function. If this Function on, have you a real IBL environment. To adjust the sun use sun disk intensity (sun energy) and sun disc scale + sun glow intensity (corona and shadow smoothness). You can now deactivate the 3dsmax mr_sun and mr_sky, and use only the IBL Mode, but you need the daylightsystem at the scene, to have the right sun position. This new mia_physical_sky phenomenon is included at my newest Shader Utilities Packet build (20110924).

 

Reasons:

- at the FG-Prepass Rendering is the mr_sun shadow sharp, and not smooth, this do the FG calculating not 100% correct.

- you need to many FG Rays from the environment (mr_sky) to have the same quality as the IBL environment.

- IBL can generate Photon (GI + Caustics) from the environment.

- shadow in the evening have sometime colorbleeding overbrights on the smooth shadow edge. This can simulate IBL much better as a Direct aera light + sun shader.

 

click to zoom for all GUI´s

 

physically_scaled_sun makes the intensity of the sun physically scaled. With a sun_intensity of 1.0, the sun will be as bright as it is in the real world. sun_intensity can still be used to tweak the intensity (i.e. a value of 2.0 would make a sun that is twice as bright as the real sun). glow_intensity andsun_scale can still be used to tweak the aspect of the sun, but they have no impact on the total energy which is automatically adjusted to compensate.

Important! sun_scale sets the size of the visible sun disk. The value 1.0 is the "physically correct" size, but due to the fact that people tend to misjudge the proper size of the sun in photographs, the default is the slightly more visually pleasing 4.0

 

Shader Utilties at 3dsmax2012

New Render Optimizer V1: download Update at 09-01-2012

 

Render summery:

I use for both renderings the same exposure and sun position. The Camera is Chrome and the Floor is White with Black Lines+Text.

click to zoom for all GUI´s

click on the image to zoom in 1200x4900 Pixel Resolution.

 

IBL + Caustics:

- The Mainbody of Camera is Chrome and the midle peace is Glas.

click to zoom

click on the image to zoom in 3000x1500 Pixel Resolution.


Parameters

have fun!

 

mfg

thorsten hartmann

IBL Optimizer V1

Posted by thorsten hartmann on Fri, Apr 15 2011 15:58:00

Hi Guys,

Welcome to my new IBL Optimizer V1. Use Images Based Lighting at 3dsmax2012 to composite real HDRI´s with Computer generated Objects.

 

 

look at the IBL Mode Tutorial: http://www.infinity-vision.de/page/ibl_mode

 

New Options

  1. IBL Mode off/automatic/light/approximate
  2. Ligting Cache
  3. Resolution
  4. Scale
  5. Shader Samples

 

Render Optimizer / Image based Lighting:

IBL Script GUI

Render Optimizer V1 at 3dsmax2012(eng): download Update at 09-01-2012

look at my new Blog: http://www.infinity-vision.de/blog/render_optimizer !!!

 

1. IBL Mode off/automatic/light/approximate

  • The native IBL rendering is enabled by setting this option to a value other than "off".
  • The mode"light" targets accurate results and will converge to the correct solution, albeit slow when using traditional shaders with strong, sharp glossy components.
  • The "automatic" mode is the suggested way of working, by providing a reasonable compromise between speed and quality. Its internal implementation may change between versions of mental ray. Currently, it corresponds to "light" with additional usage of theenvironment lighting cache, to gain overall performance at the expense of final quality.
  • The"approximate" mode is targetted at fast results but delivers a biased, physically inaccurate result. It is intended for interactive applications rather than final quality renderings, and can be tuned with special options. It implies the use of environment lighting cache and environment lighting shadow "solid".

 

2. Ligting Cache

The environment is sampled and baked into data structures for accelerated lookup during rendering, see resolution. This setting determines if a regular texture is used, or a special cache providing optimized access. In the case of a texture, enabled with off, the usual texture lookup machinery is used, which includes standard filtering of the texels resulting in a smooth environment. If the cache is enabled with on, this filtering is not performed except for the directly visible environment. With extremely low environment lighting resolution settings, sharp texels may be visible in reflections. On the other hand, the cache will reduce noise. The impact will be more obvious with high contrast environments, low resolution, or scenes with mainly diffuse surfaces. The default is off.


3. Resolution

The environment is sampled and baked into data structures for accelerated lookup during rendering. Higher resolution results in better quality but requires longer construction time and more memory. Lower resolution will lead to less detail like softer shadows and highlights even for strong hot spots in the environment. Note, that this setting is also relevant for iray. The default is 512.

 


4. Scale

The illumination coming from the environment is multiplied by this factor, or by the color if individual r g b components have been provided. The directly visible environment is not affected. The default is 1.0.

 


5. Shader Samples

Specifies the number of samples to take per measurement in the pre-process. If the resolution is very low, this value can be used to increase the sampling quality of the environment to avoid losing lighting information by potential misses of small hot spots. Note, that higher values increase pre-processing time. This setting is also relevant for iray. The default is 2.

have fun!

mfg
thorsten hartmann



Unified Sampling

Posted by thorsten hartmann on Mon, Apr 11 2011 10:19:00

Hi Guys,

Welcome to Unified Sampling. Use Unified Sampling to optimize ( DoF-, Motionblur-, Reflection-, Refraction-, Area Light + IBL Shadow-Samples) your Rendering Speed + Quality.

 

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Introduce a new sampling mechanism that unifies the different sampling controls of the ray tracing, rasterizer, and progressive rendering engines. It offers direct control of sampling quality coupled with perceptual adaptivity to detail in the image. It is disabled by default, and gets enabled and controlled with string options. The existing sampling controls are kept for backwards compatibility and work as in previous versions of mental ray when the feature is not turned on.

 

Sample Optimizer

  • unified sampling = Once enabled, the following simple set of controls can be used to tune the sampling quality of any of the different primary rendering algorithms. The native settings of those algorithms are ignored.
  • samples max = If the specified number of samples is reached then no more samples are taken, regardless of the quality setting. A value of 1.0 means 1 sample per pixel. Higher values enable oversampling, like 1000 will set a maximum of 1000 samples per pixel. Lower values will cause undersampling, like a setting of 0.5means 1 sample will be taken to fill several pixels. This results in a coarse image, suitable for preview rendering purposes. The number of samples actually rendered for a given pixel lies between min andmax settings, and will be determined by the quality and error measures during rendering of a scene
  • samples min = The minimum number of samples is always taken, regardless of the demands from quality and errormeasures during rendering of a scene. The meaning of the value is similar to max. The number of samples actually rendered for a given pixel lies between min and max settings, and will be determined by the quality and error measures during rendering of a scene.
  • samples quality = This is the primary quality control for unified sampling. It is given as a color triple or a single scalar value, applying to all color channels identically. Typical values are between 0.0 and 1.0 but values much higher are also accepted. The higher the quality the more samples are taken in the areas of largest error.
  • samples error cutoff = If set to values greater than 0 areas with sample errors which fall below that threshold won't be considered for more sampling.

 

Parameter

Render Optimizer V1 at 3dsmax2012(eng): download Update at 09-01-2012

look at my new Blog: http://www.infinity-vision.de/blog/render_optimizer !!!

 

 

 

click to zoom

click on image to zoom original Resolution 1920x2000 Pixel

Motion Blur Optimizing

Parameter

Rendering with Fastrasterize ( Rendertime 00:01:09 )

-> very fast but without Blurring Shadows


Parameter

Rendering only Adaptive Anti Alaising ( Rendertime 00:02:09 )

-> is to grainy

 

Parameter

Rendering same AA-Values with Unified Sampling ( Rendertime 00:02:18 )

-> less the grain

 

Depth of Field Optimizing

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Rendering without Unified Sampling (click on image to Zoom)

 

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Rendering optimized with Unified Sampling (click on image to Zoom)

 

Glossy Reflection & Area Shadow Optimizing

no optimized

Rendering without Unified Sampling (image are 2xZoom)

 

optimized

Rendering optimized with Unified Sampling (image are 2xZoom)

my Fazit:

- I see a advantage in DoF and Motionblur. Here i can set low Glossy 1- 2 Samples, and each Lightsource 2 -4 Samples without Problems. I use unified Sampling Values (min 1, max 250,quality 10, cutoff 0.005)

- I see a advandage, if i need a clear Rendering with very detail Textures and without real DoF and Motionblur, i use my Sample Curve. Each Material can have max. 32 Glossy Samples. Each Lightsource have 16 Samples. I use unified Sampling Values (min 4, max 64,quality 2, cutoff 0.035)

- Distributed Bucked Rendering don´t work at this time
.

 

have fun!

Fastinterpolation & Animation work

Posted by thorsten hartmann on Wed, Mar 23 2011 12:15:00

Hi Guys,

 

Welcome to my animation with Fastinterpolation Materials.

 

click to zoom

Demoszene mr_selfillum_material_3dsmax2012.zip: download

 

Parameters

  • Glossy Samples = 64 / Higher Value increase the rendertime, but much better quality.
  • Fast (interpolate) on / activate Fastinterpolation
  • Grid Size 1 / When you create a animation, we must set the Grid Size to 1. Set not more as 1, because the raster is to low.
  • Nieghbouring points to look up is 10 / We use the maximum Interpolation Samples. The TH-Materials can 16 Interpolation Sample and give you a better Quality.

 

Parameter

 

it give some limits:

  1. Problem with Renderpasses as Matte-Pass. Fastinterpolation don´t want work if you use Objekt-ID Passes. I don´t now why, bu i think it is a Bug.
  2. Second it use a lot of Memory.
  3. Fastinterpolation don´t work behind a transparency Material, for example Glas.

 

 

have fun!

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