This book is not yet featured on Listopia. Add this book to your favorite list ». Community Reviews. Showing Rating details. All Languages. More filters. Sort order. Michael rated it it was amazing Apr 11, David Lindelof added it May 08, Michael added it Sep 16, Vasiliy Sushko marked it as to-read Jul 24, Jonaseik marked it as to-read Dec 07, Christoph marked it as to-read Mar 25, David marked it as to-read Mar 25, Maure marked it as to-read May 22, Fabian Posadas marked it as to-read Jan 09, Regina Falangie marked it as to-read Mar 30, Myriam Rodrigue marked it as to-read Mar 24, The scene was then further split into:.
The assets were organised into atomic directories following a proposed Radiance Filesystem Hierarchy Standard. This allowed the scene to include many objects without being overly complex in its programmatic definition. A brief glance at scene. The meshes were included in Radiance using mesh objects. This is described in my beginners tutorial to Radiance.
This by itself is enough to immediately create a lot of realism in the scene. Relatively standard CG modeling practices are used here. Examples include maximising quad meshes to improve mesh topology, and using bevels to give realistic edges.
This gives an idea of the level of detail in modeling required. In order to record materials, every real life object was brought outside into bright clear sunlight, and measured using the macbethcal method.
The average RGB of the diffuse material is then measured after running macbethcal , and any CG diffuse texture map then is scaled to that measured RGB. Specular and roughness values were guessed based on sensible values, with help from examples of specular and roughness in Radiance. Some materials could not be brought outside, such as the carpet or wall. However carpet or wall close to a window in ideal conditions can still be measured using macbethcal.
In the future, I plan to invest in some accurate artificial lights. Translucent materials had their transparency measured using a luxmeter placed in front of and behind the object. Multiple measurements were taken at different times of day and an average taken of the results. Only one artificial luminaire is present in the scene: the desk lamp. The LED lamp contained a reflector which casted rather interesting shadows, but unfortunately no.
However, this lamp can be replaced with any cheap generic bulb, and so there is no guarantee that users of the space will choose that particular bulb. As a result, I replaced the original lamp with a cheap, relatively omnidirectional bulb that you might expect to find at the shops in other words, an easier bulb to simulate. Online, I found an. The nighttime render verifies that the bulb behaves as expected. You can see the. The bulb itself, although not seen in the render, contains glow materials.
The computer monitor is also technically an artifical light source. Therefore his material settings were copied verbatim. The HDRI map was multiplied to give a ballpark correct figure for grass on a sunny day, and then a mask was applied to remove the sky portion of the HDRI map. The sky portion was replaced with a gensky CIE sky with parameters for the geolocation and a solar disc for the sun.
As such the primary lighting is provided by the sky, but the scaled HDRI environment helps add a bit of variation within the ballpark values, but does not significantly adversely affect the simulation. Any surrounding context that was expected to actually affect the simulation was modeled, and therefore the HDRI image was limited to subtle background effects. As in regular CG, a few variations of plant stems and leaves were modeled.
These could then be instanced in various locations, rotations, and scales using the typical instancing tools. Radiance does not have any particle distribution tools, but it does support instancing. Therefore in the case of the backyard grass, a script was written to copy a patch of grass up to 50 times in an area.
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