jfharper Posted September 15, 2016 Share Posted September 15, 2016 At this link: http://www.cgarchitect.com/2013/12/effects-of-hdr-vs-mdr-on-image-based-lighting ...second image down within article, named 4.jpg, he is illustrating proper HDRI lighting. In that image a few of his spheres have a white-ish falloff towards the edges helping to distinguish the sphere's edge from the background. It's especially visible in the front black sphere, but also in the far left sphere and chrome sphere to the far right. When I do a similar scene with a good HDRI, my sphere's edges do not have this falloff and look too sharp or contrasting, or hard edged against the background. I do not like the look of mine, but like his lighting. I was wondering if anyone had an idea on how he did this? I'm using 3ds max 2016 and vray 3.40.02 I'd like to improve the lighting of my scenes, starting with an IBL, then working with the materials and lights to get a good looking scene. Thanks. Link to comment Share on other sites More sharing options...
John Dollus Posted September 15, 2016 Share Posted September 15, 2016 it has to do with the fresnel falloff - quick google link to a tut: http://www.dmmultimedia.com/3dtips_06e2.htm Link to comment Share on other sites More sharing options...
jfharper Posted September 15, 2016 Author Share Posted September 15, 2016 ok, i get that, but I cannot figure how to control the falloff correctly around the edges. There should be a way to control falloff around the entire sphere, where the perpendicular angle reflects a lot creating a white-ish look only where there is something to reflect, like the sky and ground, but not reflect where the shadow is on the ground, and the reflection of the sky and ground should be different. In that tut, reflection falloff is linear around the objects edges and doesn't look correct. Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted September 15, 2016 Share Posted September 15, 2016 Well If I remember right, this guys uses Octane render to do his test; so the Fresnel cal. work different than VRay. it's been a lot of talking about what is the right way to do Fresnel in all these render engines. Mostly VRay and Corona (most commons) MODO also had a lot of criticism about it Fresnel, but it is not wide use in Archviz really. If you want a more precise control of your Fresnel you may want to look in using this scrip/pluging for VRay max or Corona render. I am not aware of the latest Corona updates, but I think they were working on it. Maybe someone else may jump with more updated info. https://www.sigershop.eu/free-3ds-max-plugins/sigertexmaps-complexfresnel/ Link to comment Share on other sites More sharing options...
Dejan Sparovec Posted September 16, 2016 Share Posted September 16, 2016 Grant Warwick also explains how you can control fresnel falloff for real-world materials here http://masteringcgi.com.au/course/mastering-vray/ Scroll down to lesson 04. Link to comment Share on other sites More sharing options...
John Dollus Posted September 16, 2016 Share Posted September 16, 2016 you can always control it with custom curves. Link to comment Share on other sites More sharing options...
jfharper Posted September 19, 2016 Author Share Posted September 19, 2016 Thanks. I wasn't going to ask, but I'm glad I did. Watching those videos from Grant made me realize what little I know and understand. It's definitely what I was after. Thanks again. Link to comment Share on other sites More sharing options...
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