Edharris Softimage Xsi Rendering And Lighting Tutorials_update.pdf
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Global Illumination
Setting up a scene for Global Illumination using mental ray in SOFTIMAGE|XSI
By:
Ed Harriss
Requirements for this Tutorial: SOFTIMAGE|XSI 1.0 or Higher.
In this tutorial you'll learn how to take a "raw" scene that looks like this:
and set it up for Global Illumination and Final Gathering so that it in the end it looks like this:
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Global Illumination
In order to follow the tutorial. You'll need this database.
GlobalScenezip
(3.6meg)
This file has been compressed with Winzip. It's possible that you might need to add the extension ".zip"
to the end of the file in order for it to work with your de-compression program.
In that database you'll find two scenes: Global and GlobalFinished. The one that you'll be using to start
off with is "Global."
"GlobalFinished" scene is the scene after all the steps in this tutorial have been applied to it.
Open up the "Global" scene. By loading it through the File menu.
The scene consists of: One light, a cube(Room) with a hole(Window) in it and one sphere.
To save time and unnecessary clutter in the tutorial, I've already done a few things to this scene:
1. The light has been placed and setup to cast shadows.
2. The Ambient Light has been turned down to Zero.
3. The Environment has been textured.
4. The Sphere has already been textured.
After loading the scene, change Viewport B into a
camera view by choosing
Cameras > Camera
from the viewport dropdown menu.
For Global Illumination to work you need 3 things.
1. A light to emit the photon rays
2. Objects to interact with the emitted photon
3. Global Illumination effects in the renderer.
Step One: Defining a photon ray emitter(light)
1. Start by, selecting the light (the global-illumination source)
and choose
Modify > Shader
from the Render toolbar. This
displays the selected light’s property page.
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Global Illumination
2. Click on the
Photon tab
to display the light’s photon
properties.
3. Define the light as a Global Illumination source by
checking the
Global Illumination check box.
This causes the light to emit photons.
4. Set the
Energy Intensity
for the light to
140000
. Intensity
is the option that controls how intense your Global
Illumination effect is. The higher the number the brighter the
effect will be. The farther objects are from the light the more
energy that will be needed. Energy values don't affect
rendering times, they just amplify brightness of the Global
Illumination effect.
Energy Intensity Tips:
This information is not intended to
be used in this tutorial, but to serve as helpful hints for you
when you are setting up your own Global Illumination
scenes.
Tip 1:
Set the Energy Intensity very high (40,000 to 50,000)
when doing test renders. This makes the Global Illumination
effect easier to see, therefore easier to set up.
Tip 2:
The light's fall off settings will affect the the energy
level of the photons. So, turn it off during test renders. (this
setting is located in the Light Attenuation section of the Light
Property Page) This will also make the Global Illumination
effect easier to see and therefore easier to set up. When it
comes time to fine tune the scene turn it back on and set it to
"Use Light Exponent" and set the Light Exponent to 1 (this
setting is located in the General section of the Light Property
Page). This setting keeps the Global Illumination effect fairly
bright while you continue to refine the look of your scene.
When you've gotten close to your final look, turn the Light
Exponent up, almost to 2. This will make the Global
Illumination effect less noticeable but more realistic. (which
is a good thing.... since in CG lighting, subtlety is the key)
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Global Illumination
5.Set the
Number of Emitted Photons to 20000
for the
global-illumination effect.
This value specifies the number of photons that the light
emits. Lower values (like 1000), cause fuzzy puddles of
light but render faster, so it's good for tests. High values
will create smooth Global Illumination effects but render
much slower and are better for final renderings.
Step Two: Transmitters and Receivers, Setting up objects to interact with the emitted photons
1. Select the
Sphere
.
2.
Right-click
the
Property button(XSI 1.0)
or the
Selection button(XSI 1.5)
on the Selection panel
----
3. Select
Viewing Properties
from the drop-down
menu.
This will open the Visibility property editor.
4. Select the
Visibility
tab.
This will display the render-visibility options.
5. Select the
Global Illumination
transmitters
and
receivers
check boxes.
This will cause the object to reflect light as
well as receive reflected light.
The red sphere will now bounce red light back into the scene because you have set it as a transmitter.
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Global Illumination
It will also accept light that has been bounced from other objects because you've set it as a receiver.
Repeat the steps for the Walls.
1. Select the
Room.
(Cube)
2.
Right-click
the
Property button(XSI 1.0)
or the
Selection button(XSI 1.5)
on the Selection panel
----
3. Select
Viewing Properties
from the drop-down
menu.
This will open the Visibility property editor.
4. Select the
Visibility
tab.
This will display the render-visibility options.
5. Select the
Global Illumination
transmitters
and
receivers
check boxes.
This will cause the object to reflect light as
well as receive reflected light.
The room will now bounce light back into the scene because you have set it as a transmitter.
It will also accept light that has been bounced from other objects (like the sphere) because you've set it as
a receiver.
Step Three: Turning on Global Illumination and Final Gathering for the render region.
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