Sunday 30 October, 2011

Reflections on glossy objects using HDR maps

head_gfxwarrior_tuts_3ds_reflections_with_hdr

Hello. In this tutorial I explain how to get reflections on glossy objects, using HDR maps.
I use Teapot as our test object.

STEP.01


Create > Geometry > Teapot

 
First we create a teapot, which will be our main test object.

Create geometry - Teapot Teapot parameters

 
And this is our Teapot.

Teapot
 

STEP.02


Create > Geometry > Plane

 
Now we create a Plane that will be our floor.

Create geometry - Plane Plane parameters

 
Our scene should looks like this:

Teapot on Plane
 

STEP.03


Rendering > Render Setup > Common > Assign Renderer

 
Now it’s time to change Scanline Renderer to Mental Ray renderer.

Mental Ray Renderer
 

STEP.04


Rendering > Environment > Environment Maps

 
The next step is to change the Environment Map.

Environment Map

We choose Environment/Background Switcher.

Environment/Background Switcher

A convenient solution would be to drag our Environment Map into a empty slot in Material Editor.

Environment/Background Switcher in Materials slot
 

STEP.05


Material Editor > Environment/Reflections Map

 
It’s time to put HDR map in our scene. In Material Editor we must change Environment/Reflections Map in Environment/Background Switcher. Our choice is Bitmap.

Bitmap as Environment/Reflections Map

Now we can load HDR map. Please set Real Pixels (32 bpp) and Default Exposure.

HDR Map

In the Coordinates tab, set the Mapping to Spherical Environmet.

Mapping: Spherical Environment
 

STEP.06


Material Editor > Arch & Design

Now we have to create material for our Teapot. In Material Editor we create Arch & Design Mental Ray material. From templates we set Glossy Finish. We can assign new created material to our Teapot.

Arch & Design material
 

STEP.07

 
You can create material on the floor, and add some light sources to the scene.
I added Skylight and mr Area Omni.

Finished scene should looks more or less like this:

Finished scene
 
Final render with HDR map:
Final render with HDR map
 
Final render without HDR map:
Final render without HDR map


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