OK, let's start. Add a sphere to your scene and name it "Backdrop-sphere".
We will use a large sphere instead of a Sky object, because that way
we will have better control over things. The scene for this tutorial
is just a plane and a sphere so I made my Backdrop-sphere with a radius
of 900m. If you'd rather use a Sky it will not pose any problems.
Then create
a new material and name it Backdrop. Normally
we would simply load the HDRI in the Luminance channel, increase
the Brightness, map it to Backdrop sphereand we would be (almost)
done. In this tutorial we will map it to the sphere all right, but
we will use the HDR-image just as a normal material. The Backdrop-sphere
is there to show the HDR-image only, not to calculate
the Global Illumination effects. So open up the material and load
the HDRI youre gonna use, and in this tutorial it will be
the kitchen-probe. Now, the kitchen-probe is quite dark as it is
so we'll follow the usual procedure and increase its Brightness.
Remember that this material is for show and reflection only, not
Global Illumination. It's there for making a background and basically
giving something for your shiny objects to reflect it's not
creating the actual lighting. Load the kitchen-probe into the Luminance
and crank up the brightness toaround 500. When youre done
map the HDR-image normally to the Backdrop-sphere (holding down
Shift while dragging the material to the sphere will assign it using
spherical mapping without any dialogs showing).
After youve
mapped the sphere, add a Render tag to it and untick "Seen
by GI". Why? The Sky is there to provide a background and
a basis for reflection, but we dont want it to affect
the Global Illumination.
Next make a
sphere, name it HDRI-sphere and set it's radius
big enough to cover the whole scene, including your Backdrop-sphere.
I gave mine a radius of 1000m. This sphere is whats
going to create the Global Illumination HDRI effect on our scene,
only with a little bit more control than you have in Matts
tutorial, so size does matter smaller sphere will give different
result than a larger one. just remember to keep it bigger than the
Backdrop-sphere. Put a render tag on the sphere, and untick everything
apart from "Seen by GI". Why? This ensures that the sphere
doesn't render, but it's effects do.
Now for the material to go on the HDRI-sphere. Create a new material,
name it HDRI and uncheck everything but the Luminance-channel.
In the Luminance channel, set the brightness way up high I
suggest around 1000 to start off with. Then add bhodiNUT
Fusion and set the Mix to "Multiply". When youve
done that its time to set the bhodiNUT Fusion-channel to work
for us.
bhodiNUT Fusion
is used to fuse two materials together, be it a bitmap and a bhodiNUT
material or two bhodiNUT materials. Click Edit and enter
bhodiNUT Fusion. In the top channel put in something in a shade
of grey or white or black, it's not important which shade, just
that it's a completely unsaturated colour, so you could use a gradient
with black at both ends or whatever. For this tutorial well
go with a nice gray shade achieved by using bhodiNUT Hue.
In the bottom
channel put in a bhodiNUT Brightness Contrast. Set the blending
mode of the fusion to be "Saturation" and the mix
to be around 80%. This will now control how saturated the
HDRI effect will be (or how juicy the colours will appear to put
it another way).
Now edit the
Brightness Contrast. Put your HDRI image (the kitchen-probe)
into the Brightness contrast and change the settings to really highlight
the lights. Here we simply lowered the brightness by about 3%
and raised the contrast by about 20%. Keep an eye on the preview:
you're aiming to get an image that's mostly pretty dark (or even
black) with a couple of bright areas where the main light sources
are. This is because otherwise HDRI lighting can leave you without
true shadows in C4D and by upping the contrast we're able to control
how bright the lights are, and how tight they fit to the light shape,
thus controlling the overall lighting so that you get much tighter
and sharper defined shadows in your scene.
When youre
satisfied go back to the main Fusion and just try to match the saturation
to the saturation of the original HDRI. You do this by moving the
blend ammount: the higher the blend ammount the less saturated
the image, meaning it's more grey, the lower, the more juicy.
We need to do this because the brightness contrast can make the image
far too colourful and so this is how we compensate. for now we'll
settle with a value of 80%.
Apply this material
to the HDRI-sphere. The whole thing of putting it in a bhodiNUT Fusion
and using brightness contrast just allows you to match it up to the
background, whilst focusing your light sources as otherwise C4D over
diffuses everything and you get too soft shadows etc.
Next we change
the render settings. First, enable Radiosity. Then, switch
off automatic lighting in the Render settings->Options.
You may find that the resolution of the radiosity pass goes down a
bit as a result of doing this, so the next thing to do is to up the
accuracy of the radiosity in the render settings dialog box. You can
also play around with the Max & Min samples to get a better image,
as well as the Stochastic samples. With a little tweaking of the Saturation,
Brightness Contrast and overall brightness of the luminosity channel
you should be able to get a much more satisfactory HDRI style image
in C4D.
And don't forget to visit Per-Anders'
homepage!
|