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Need a little help with my HDRI image and model please


k2b4e
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I'm trying to get my car model to line up with the road in an HDMI background but I cannot figure it out, I've been trying for hours to do it. Could anyone help me out here, I'm pretty new to max still, thanks, here is a pic of it so far

 

Photobucket

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hmmm i'm not sure what a backplate is, but I just used a panoramic hdri image and put it in the environment map and skylight map. It seems like whenever i rotate the image by using offset i think, the car always needs to be moved over, idk how to explain it

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Sorry, backplate and background are interchanged in my mind a lot. Typically you have a spherical/panoramic map for your lighting and reflections (that doesn't show up in the rendering) and a backplate for the "background". The backplate is what is seen in the final render. Something like this: https://www.moofe.com/#/search?details=00lnb7ud7ukd0llk2tm1rse15&page=0&q=00lnb7ud7ukd

 

 

Are you rotating by the U offset or the V?

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the first image on this page is what I'm trying to achieve, it's actually the same HDRI image, but I don't have v-ray so I can't do this tutorial

 

http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/create-a-photorealistic-car-render-using-3ds-max-and-vray/

 

Oh yeah, I've seen that tutorial, it's a good one.

 

Make sure you're dropping one of the backplates into the background slot, and not the spherical map-that should make it easier to match. Then, like the tutorial suggests, adjust the camera Lens to closely match the reference photo and tweak the camera height and/or target height to modify your horizon line. Keep it up and you'll get there because camera matching isn't a science, it's trial and error. :)

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I'm sorry, I still can't get it to look right, okay I have my backplate image, I put it as my background in my viewport, then I'm not sure what goes where after that, I have been putting the HDRI as the environment background, the HDRI as a material (using environ. and sphere), then I put the HDRI in the skylight map for the lighting, does this sound right?

 

I also used a camera like it said in the tutorial and adjust it to look right in the perspective viewport WITH the backplate image as the background, but when I render it, the background image in the viewport and in the render are in different spots, so it does not match once rendered, I use offset to try to get the same render background as the viewport, but it never lines up. It's like the axis in which the HDRI image rotates around is in a bad spot where I can never get the same image as in the viewport. Sorry for how long this is, I'm just getting frustrated lol

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Assuming you're using mental ray there should be some tutorials included with it that will teach the basics of comping with the matte/shadow/reflection material. I would recommend starting with those to get the basics down before jumping online for tutorials.

 

I would say the exception to that rule is Zap's masterclasses that are freely available on the AREA site, HERE. He programmed a lot of this stuff so he explains it very thoroughly.

 

In addition to those tips I have also thrown together a .max file based on that tutorial for you to use for reference.

File output: comp_template_sml.jpg

Download scene HERE

NOTE: Scene does not include the backplates and HDR files as you should already have downloaded those from hdrilocations.com

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that's exactly what I want mine to look like! but with a car instead of a teapot, how to you get to the mental ray tutorials? i know how to use the tutorials that came with max, are they the same?

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okay thanks man, I've asked a question about this on another forum and you two were the only ones that have actually helped me, I appreciate it. So @pixelperfectg, you made that photo you posted based off that Zap's masterclass tutorial?

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you made that photo you posted based off that Zap's masterclass tutorial?
I wouldn't say it's based off watching those videos since the production shaders have been out for a while prior to that & I am already somewhat familiar with mental ray. I posted a link to those videos because they are from Zap therefore I know they compliment the existing documentation and will get you up to speed quickly (and efficiently) with using the production shaders...plus they are free.. :)
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okay, another quick question, in the MSR tutorial, where do you find a chrome ball like they are talking about, especially one I would need for my background which is pretty much the same as the sample you did with the teapot?

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You don't need that because you have access to a full 360 hdr that you you downloaded from hdrilocations. You'll only use that if you have created (or already have on hand) a HDR/EXR compiled from a chrome sphere.

 

Again I stress that you first go through all of the material I've supplied. I've provided links to documentation, videos, and I even supplied a .max file that you can open and see how it's setup with the files you have on hand if needed. So review it all to get the whole picture and you should gain a thorough understanding of what you need to do with the files you have at hand.

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just don't know why the background in the render is as dark as the viewport background
Typically when your rendered output is lighter or darker than expected it boils down to a gamma mismatch. Make sure you have your gamma settings configured properly for your workflow.
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