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3ds max vray exposure control настройка

Настройка Vray Physical Camera в 3d Max 2016

Новая версия 3D Max выглядит иначе. В данном уроке мы вернём внешний вид Vray Physical Camera в привычным глазу.

Здравствуйте, меня зовут Илья Изотов.

В 3D Max 2016 года, а точнее, в новом VRay нет Vray Physical Camera. В связи с этим у моих учеников возникли некоторые сложности. При появлении у Вас вопросов можете задавать их в комментариях под этим уроком.

Напомню, что у меня также есть бесплатный курс http://3ddmax.ru/ , где вы можете научиться создавать такой рендер с нуля за 1,5 часа.

Итак, в новом 3D Max во вкладке VRay вместо VRay Physical Camera расположена строчка [Standart]. Уже в ней и находится нужный режим [Physical] на отдельной кнопке, который нам нужен. По сути изменились только названия и организация интерфейса.

По сути, в 3D Max Vray Physical Camera настройки те же самые, нужно лишь привыкнуть к новой организации интерфейса – настройки переехали из второй слева колонки в крайнюю слева.

Во-вторых, в поле [White Balance] выберите опцию [Custom] и назначьте ему белый цвет.

В-третьих, показатель ISOтеперь настраивается в [Exposure Gain] и задаётся в строчке [Manual]

Для правильного импорта настроек нужно нажать клавишу «8» на клавиатуре и выбрать в появившемся окне из списка строчку [Vray Exposure Control]. Далее для настройки появятся требуемые нам параметры White Balance, ISO, Shutter Speed. После нужно переключиться в камеру и запустить рендер. Изображение будет очень тёмным, поскольку в камере все значения сбросились на 0.

Чтобы исправить это, есть два способа:

Первый — опять нажав «8», изменяем параметры Shutter Speed и все остальные на нужные нам.

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Global Exposure Control | VRayExposureControl

This page gives details on how the settings work for the Global Exposure Control.

Page Contents

Overview

The VRayExposureControl uses the exposure settings of a VRayPhysicalCamera without actually having to render through one.

V-Ray also partially supports the similar Physical Exposure Control in 3ds Max 2016 and later.

UI Path: ||Rendering menu|| > Exposure Control. > Environment and Effects window > Exposure Control rollout > select VRay Exposure Control from the dropdown

V-Ray Exposure Control

Mode – Chooses between several modes of applying the exposure control.

From VRay camera – Exposure settings are taken from a VRayPhysicalCamera specified in the Camera node.
From EV parameter
– Exposure settings are based on the Exposure value (EV) parameter.
Photographic
– Exposure is controlled through the Shutter speed, f-number, and ISO parameters.

Camera node – Specifies the VRayPhysicalCamera node from which the exposure settings will be taken.

Exposure value (EV) – Controls the exposure with a single parameter. Increasing it makes the image darker and decreasing it makes it brighter.

Shutter speed – Shutter speed, in inverse seconds, for the still photographic camera. For example, shutter speed of 1/30 s corresponds to a value of 30 for this parameter.

f-number – Determines the width of the camera aperture and the exposure.

ISO – Determines the film power (i.e. sensitivity). Smaller values make the image darker, while larger values make it brighter.

White balance preset – Modifies the image output in the same way that a real-world camera performs a white balance. Objects in the scene that have the specified color will appear to be white in the image. Note that only the color hue is taken into consideration; the brightness of the color is ignored. There are several presets that can be used, most notably the Daylight preset for exterior scenes.

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White balance – Specifies a custom color for the white balance.

Temperature – When the the White balance preset is set to Temperature, this parameter controls the white balance color.

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3ds Max

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Exposure Controls

By:

Exposure controls are plug-in components that adjust the output levels and color range of a rendering, as if you were adjusting film exposure.

  • Standard menu: Rendering menu > Environment > Environment and Effects dialog > Environment panel > Exposure Control rollout
  • Enhanced menu: Rendering menu > Environment and Effects > Environment and Exposure Settings > Environment and Effects dialog > Environment panel > Exposure Control rollout

The exposure control process is known as tone mapping. These controls are especially useful for renderings that use radiosity or that render high-dynamic-range (HDR) imagery.

Exposure control compensates for the limited dynamic range of computer displays, which is typically about two orders of magnitude: The brightest color that appears on a display is about 100 times brighter than the dimmest. The eye, by comparison, can perceive a dynamic range of about 16 orders of magnitude. In other words, the brightest color we can perceive is about 10 million-billion times brighter than the dimmest. Exposure control adjusts colors so they better simulate the eye’s great dynamic range, while still fitting within the color range that can be rendered.

Left: Linear exposure control maps intensity evenly.

Right: Logarithmic exposure control maps most intensities to low and mid tones.

  • If the primary lighting from your scene comes from standard lights (rather than photometric lights), use the Logarithmic exposure control and turn on Affect Indirect Only.
  • Use Automatic exposure control for rendering still images. This method is also useful for first-draft renderings.
  • Use Logarithmic or one of the advanced exposure control for animations with a moving camera. Automatic and Linear exposure control with a moving camera can cause excessive flickering.
  • For rendering high-dynamic-range images with mental ray, use the mr Photographic exposure control.
  • For outdoor scenes that use the Daylight system, turn on the Exterior toggle to prevent overexposure.

Exposure and Attenuation for Standard Lights

When you use standard lights that are not attenuated, renderings tend to have a low dynamic range, because light intensities don’t vary greatly across the scene. In this situation, adjusting light values might be all you need to do to get a good rendering.

On the other hand, when lights are attenuated the illumination might be too bright on near surfaces or too dim on distant surfaces. In this situation, the Automatic exposure control can help, because it adjusts the larger dynamic range of the (simulated) physical scene, into the smaller dynamic range of the display.

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3ds Max

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Physical Camera Exposure Control

By:

  • Standard menu: Rendering menu > Environment > Environment and Effects dialog > Environment panel > Exposure Control rollout > Choose Physical Camera Exposure Control from the list. > Pysical Camera Exposure Control rollout
  • Enhanced menu: Rendering menu > Environment and Effects > Environment and Exposure Settings > Environment and Effects dialog > Environment panel > Exposure Control rollout > Choose Physical Camera Exposure Control from the list. > Physical Camera Exposure Control rollout
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Exposure group

  • Use Per-Camera Exposure (The default.) Controls on each camera’s Exposure rollout can adjust the effect of the exposure control.
  • Ignore Per-Camera Exposure (Use Global) Controls on each camera’s Exposure rollout are ignored, and the exposure control settings affect all Physical Camera renderings.

Exposure for Non-Physical Cameras Sets the Exposure Value for legacy cameras. Default=6.0 EV Compensation for Physical Cameras Sets The Exposure Value for Physical Cameras. Default=0.0, but by default this is overridden by each camera’s EV setting, which defaults to 6.0.

When you choose Ignore Per-Camera Exposure (Use Global), this setting is disabled. To set a global EV other than the default, change this value before you choose Ignore Per-Camera Exposure.

Image Control group

Defaults: Highlights=0.25, Midtones=1.0, Shadows=0.2.

Color Saturation Changes color saturation in the rendering. Values greater than 1.0 increase color saturation. Values less than 1.0 decrease it. Default=1.0.

Physical Scale group

Sets a physical scale for exposure control to use with lights that are not physically based. The result is an adjustment of the rendering that approximates the eye’s response to the scene.

  • Disabled Disables physical scale. If the scene uses non-photometric lights, the light that results will likely be dim.
  • Custom (The default.) Multiplies each standard light’s Multiplier value by the Physical Scale value to give a light intensity value in candelas. For example, with the default Physical Scale of 1500, a standard omni light is treated by the renderer and radiosity as a photometric isotropic light of 1500 candelas. Physical Scale is also factored into reflections, refractions, and self-illumination.

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3ds Max

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mr Photographic Exposure Control

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The mr Photographic Exposure Control lets you modify rendered output with camera-like controls: either a general exposure value or specific shutter speed, aperture, and film speed settings. It also gives you image-control settings with values for highlights, midtones, and shadows. It’s intended for high-dynamic-range scenes rendered with the mental ray renderer, the iray renderer, or the Quicksilver hardware renderer.

  • Standard menu: Set mental ray as the renderer. > Rendering menu > Environment > Environment and Effects dialog > Environment panel > Exposure Control rollout > Choose mr Photographic Exposure Control from the list. > mr Photographic Exposure Control rollout
  • Enhanced menu: Set mental ray as the renderer. > Rendering menu > Environment and Effects > Environment and Exposure Settings > Environment and Effects dialog > Environment panel > Exposure Control rollout > Choose mr Photographic Exposure Control from the list. > mr Photographic Exposure Control rollout

The Logarithmic exposure control also has a curve similar to a gamma correction, but unlike the Photographic exposure control, it is not designed to disable its gamma correction when overall gamma correction is on. For that reason, combining gamma correction with the Logarithmic exposure control is discouraged, whereas using it together with the Photographic exposure control is encouraged.

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Exposure group

This group comprises a drop-down list of exposure presets plus a choice of Exposure Value or Photographic Exposure and associated parameters. Choosing one method makes the other’s setting or settings unavailable, but they still change based on adjustments you make to the available method. For example, when Exposure Value is active, adjusting its value also changes the Photographic Exposure Shutter Speed setting.

Preset drop-down list Choose from the available presets based on setting and lighting conditions. The presets affect all of the remaining settings in this group.

    Exposure Value (EV) Choose this option to specify a single Exposure Value setting that corresponds to a combination of the three Photographic Exposure values (see following). Each increment or decrement in the EV value corresponds to halving or doubling, respectively, the effective exposure, as expressed in the resultant change in the Shutter Speed value. Thus, higher values yield darker images, and lower values yield brighter images.

For example, as shown above, the combination of a shutter speed of 1/125 of a second, f/16, and ISO 100 results in an EV of 15. The same EV results from halving the shutter speed to 1/250 second and doubling the aperture size to f/11.

  • Photographic Exposure Lets you set the exposure using standard camera-oriented controls. These controls affect exposure only: Shutter Speed has no effect on motion blur; Aperture doesn’t influence depth of field; and Film Speed has no effect on graininess.
    • Shutter Speed The duration, in fractions of a second, that the “shutter” is open. The higher this value, the greater the exposure.
    • Aperture The size of the opening of the “camera iris,” expressed as a ratio. The higher this value, the lower the exposure.
    • Film Speed (ISO) The sensitivity of the “camera film,” expressed as an index. The higher this value, the greater the exposure.
  • Image Control group

    Use these controls to adjust the relative brightness or highlights, midtones, and shadows in the rendered image. The combination of these three settings is depicted in the graph on the right side of the rollout. Additional controls available here let you adjust color saturation, whitepoint, and vignetting.

    Rendering with default settings (with final gathering)

    Darkened (burnt-in) highlights

    For example, photographs taken indoors might be lit by incandescent lights, which are relatively orange compared to daylight. Defining «white» as daylight will give unacceptable results when attempting to color-correct a photograph taken with incandescent lighting.

    Vignetting Reduces the image brightness in the image periphery compared to the image center, resulting in a circular fully exposed area in the center, with darker edges.

    Physical Scale group

    Determines how 3ds Max calculates pixel values when outputting HDR (high-dynamic-range) images. You can use the physical scale inherent in the scene, or set an arbitrary physical scale for non-physically-based lighting situations.

      Physical Units: (cd/m2) Outputs physically correct HDR pixel values in candelas per square meter. Use this option when lighting the scene with photometric light sources.

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