COMPUTER
AIDED
ARCHITECTURAL DESIGN
Workshop 8
Notes,
Week of October 16, 2016
Environment Settings, Sun, and Sky
There are a number of options availble for determining the the general atmosphere assocaited with rendering, light and shadows studies. Some documentation used to develop this tutorial are published on line in the vV-Ray for Rhino manual published on-line at:2. Within the V-Ray Options dialog menu, go to the "Environment" tab, select the button labelled "m" under "Reflection/refraction (background), and add a "texSky" as per the techniques used in workshop 6 . Set the "Sky Model" to "Preetham et. al. Set "Turbity to 2.0.
3. Do a test rendering in V-Ray.
4. Now go to the "Caustics" tab, and select the check-box for "Caustics" to turn caustics on.
5. Do another test rendering in V-Ray. Given the lack of transparent surfaces there's very little difference if any between the two renderings.
6. However, with the V-Ray materials editor create a white gray "standard" material named "plastic1" with a reflection layer. Set its diffuse color to light gray and apply it to the three solid objects.
7. Re-render the same perspective view with caustics on and note the basic similarity in terms of the overall lighting andthe casted shadows to the earlier renderings but for the solid objects.
8. Now, however, within the V-Ray Options dialog box, go to the Indirect Illumination(GI) tab, and turn off the "on" check-box.
9. Re-render the image and note the higher contrast in comparison to the image under step 7.
10. Turn back on Indirect Illumination, but also turn on the option for "Ambient Occlusion".morning | mid-day | late afternoon |
Morning rendering with color adjusted via the "Color corrections" dialog box:
Mid-day rendeing with color adjusted via the "Color corrections" dialog box:
Late afternoon rendering with color adjusted via the "Color corrections" dialog box:
7. Adjust the sunlight to approximate early afternoon.
8.
Return to the environmental sky texture, and change the turbidity to
values of 2, 5 and 8 and also rendering in turn for each value
respectively:
Turbidity = 2.0:
Turbidity = 4.0:
Turbidity = 8.0:
Part III: Gamma Correction
Gamma correction can be used to adjust for a display monitor making mid-tones appear darker than they should be.
1. Within the V-Ray Options editor, go to the Color mapping tab and set the Gamma and Input Gamma to 1.5 each:
2. Re-render the last image from Part II.
3. Reset "Gamma"
to 2.7 and" Input Gamma" to 2.7 and rerender. After re-adjusting the rendering
through the "Color corrections" dialog box, the contrast range seems less
flat:
Part IV: Viewing the Sun.
1. Return to the V-Ray texture editor, and reset the "texSky" size to 7.0.
2. Change
the Sun Azimuth to 220 and the
Altitude to 20, and rotate the view so as to look in the approximate
direction of the Sun, and render. This may take a number of trial
renderings to
pinpoint the location of the sunin the perspective view.
Right-click on the view name "Perspective" in the upper-half hand
corner fo the view, hold down the right-mouse button continuously and
select the "Set Camera/Adjust Lens Length and Dolly" tool to adjust the
view. Use this tool in combination with with the "Pan" tool to help
find the appropriate adjustment of the view so the the sun will be
visible within it.
3. Restore the Turbidity to 2.0 and re-render the same view.
Part V: HDR Environmental Sky
Select
an HDR ski from the classes\examples\HDRSampleSkies, or download the
entire folder, and place it in same folder as your Rhino 3dm
file. A number of copyright free HDR skies are available on web
sites for a fee and some are available without charge. These examples
were obtained from the web site http://http://www.cgskies.com/ and
subject to terms of restricted use for educational purposes. See the
cgskies web site for copyright restrictions.
1. Go back to the
environment tab, and under Global Illumination (GI) select the letter
"m" to re-enter the texture editor, change the type texture to
"TextBitMap", go to the file load area at the top of the editor,
and select one of the HDR files (e.g., CGSkies_0337_free.hdr).
In addition, towards the right of the dialg box, adjust the Gamma
number in conjunction with repeated selecting the preview button to
ensure that the sky is relatively visible in the preview window.
For example, in the dialog box box below, the "Gamma" number is
set to 4.0. Finally, at the bottom of the dialog box, set the
"UVW type" to "UVWGenEnvironment" and the "Mapping Type" to
"Spherical":
2.
Hit OK to return to the "Envronment" tab of the V-Ray options dialog
box, set the intensity of the "Reflection/refraction(background)" to
27.0 or, after making test renderings, adjust the number to whatever
intensity will be needed to ensure the visibilty of the sky.
3. Similar to step 2, go to GI (skylight) and select the letter
"m" to re-enter the texture editor. Change the type texture to
"TextBitMap", and use the same settings used under part 2 for Reflection/refraction. Also, similar to step 2, adjacent to the "letter "m" in the "Environment" tab of the V-Ray option editor change the numerical value of 1.0 to 27.0.
4.
Change perspective as appropriate to establish a greater area of
sky within the view, re-render, post-processing the result
through the" Color corrections" dialog box as needed to obtain
the appropriate exposure.