Friday, February 22, 2008

Artefact Three - Object Lighting (Part 3)

As the image above shows the metal reflects the surrounding area, in max this can be done by using a reflective map and issuing an image that will be seen on the metal surface. The bonus of this is that the user does not have to make another object that holds the map information of the image that needs to be seen in the reflection. Below is the reflected bitmap parameters. The image that shall be used initially is a kitchen scene (below).


As the image above shows the metal reflects the surrounding area, in max this can be done by using a reflective map and issuing an image that will be seen on the metal surface. The bonus of this is that the user does not have to make another object that holds the map information of the image that needs to be seen in the reflection. Below is the reflected bitmap parameters. The image that shall be used initially is a kitchen scene (below).




A way of choosing the dullness and reducing the reflections intensity of the kettle in the scene is to change the RGB amount. This is quite important especially if a HDRI image will be used to create the reflected scene. As unlike a JPG image (above) a HDRI image value has a greater RGB value, not only does it store the images coloured pixels but also the intensity of light within each pixel also.

RGB set at 0.1

RGB set at 0.5

RGB set at 1

RGB set at 1.5


By changing the reflective maps RGB amount a user can easily acquire in effect a luminosity of the room without affecting the lights. The higher the RGB amount the more and intense the reflection amounts to. The final render is with a HDRI reflection map, note (below) that the map is a circular and has its own illumination present.


HDRI (High Dynamic Range Image)

The final render of the kettle below. It seems to have the same characteristics as the image of the pot, the colour is present the reflection is projected around the surface and is distorting the further away it gets from the user.