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Adjusting brightness with exposure value

From: 3ds Max 2010: Lighting and Rendering with mental ray

Video: Adjusting brightness with exposure value

One of the most important parameters in mr Photographic Exposure Control is the Exposure Value and this is the single number that represents how much light is coming into the virtual camera's sensor and it's a very simple way of controlling brightness. The maximum you will ever need here is about 15 and that would be on super bright daylight on an exterior scene. The lowest you would want to take this might be zero or even negative numbers are allowed. So lower numbers let in more light and that's kind of the opposite of what you might think, but as you see if I increase this Exposure Value to let's say 5, and press Enter, you will see my viewport preview becomes much darker.

Adjusting brightness with exposure value

One of the most important parameters in mr Photographic Exposure Control is the Exposure Value and this is the single number that represents how much light is coming into the virtual camera's sensor and it's a very simple way of controlling brightness. The maximum you will ever need here is about 15 and that would be on super bright daylight on an exterior scene. The lowest you would want to take this might be zero or even negative numbers are allowed. So lower numbers let in more light and that's kind of the opposite of what you might think, but as you see if I increase this Exposure Value to let's say 5, and press Enter, you will see my viewport preview becomes much darker.

Let me move this over here. So with an Exposure Value of 5 we have got a pretty dim scene. If I increase this number greater, we are going to be letting in less and less light to the scene. If I set it to like 1, then that's going to be pretty bright. Now I am not restricted to whole numbers. I can use fractional numbers if I want. The spinner buttons go up by whole numbers but I can type in a fractional value if I want like 2.5.

These numbers represent essentially F- stop. If you are a photographer you are familiar with the concept of an F-stop and as I increase this value by 1, then I am stopping down by one full-stop and when I stop down by a full-stop, it's letting in half as much light to the camera. That doesn't necessarily relate to half as much light subjectively in the rendering. In other words, technically I am letting in half as much light each time I do this but aesthetically it doesn't seem light gets half as much light in the rendering.

So as I mentioned negative numbers are okay. We can actually go into negative land if we have to. In this case I don't want to because it's starting to blast out with this 100 watt bulb, but you were illuminating a scene with single candle or something like that it would be necessary to use a negative Exposure Value. In this case I think a value of two or three is probably appropriate. Let's do a quick render of that and see what we get. Okay that's a good starting point. Maybe I could open up the iris a little bit, so stop-up by one stop.

We don't have any shadows in here yet, so it's a bit over-lit but it's probably a good starting point. So now you know how to adjust the brightness with Exposure Value form this single number.

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Image for 3ds Max 2010: Lighting and Rendering with mental ray
3ds Max 2010: Lighting and Rendering with mental ray

108 video lessons · 9334 viewers

Aaron F. Ross
Author

 
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  1. 5m 28s
    1. Welcome
      55s
    2. Using the exercise files
      1m 2s
    3. Setting a project folder
      3m 31s
  2. 13m 49s
    1. Understanding mental ray
      2m 44s
    2. Understanding local illumination
      4m 9s
    3. Understanding global illumination
      2m 22s
    4. Assigning the mental ray renderer
      2m 11s
    5. Using the rendered frame window controls
      2m 23s
  3. 6m 12s
    1. Understanding gamma
      2m 39s
    2. Recognizing the symptoms of incorrect gamma settings
      1m 55s
    3. Applying gamma correction
      1m 38s
  4. 19m 46s
    1. Understanding raytracing
      1m 30s
    2. Limiting the trace depth of reflections and refractions
      3m 39s
    3. Applying a raytrace reflection map to a standard material
      3m 19s
    4. Applying a raytrace refraction map to a standard material
      4m 55s
    5. Setting the index of refraction
      2m 28s
    6. Using architectural materials for raytraced reflections
      3m 55s
  5. 11m 1s
    1. Modeling thin, transparent objects such as window glass
      3m 3s
    2. Disabling shadows
      1m 53s
    3. Setting simple transparency
      6m 5s
  6. 42m 42s
    1. Understanding the pros and cons of mental ray materials
      3m 22s
    2. Getting familiar with the Arch & Design material
      3m 54s
    3. Learning from the Arch & Design templates
      4m 17s
    4. Working with diffuse color and diffuse level
      3m 4s
    5. Setting reflectivity and glossiness
      7m 55s
    6. Rendering thin wall reflections
      3m 7s
    7. Rendering solid glass
      4m 56s
    8. Controlling BRDF
      4m 36s
    9. Rendering translucency
      3m 17s
    10. Using ProMaterials
      4m 14s
  7. 39m 3s
    1. Understanding photometrics
      3m 56s
    2. Understanding the importance of modeling to scale
      5m 39s
    3. Using free lights
      4m 32s
    4. Selecting photometric templates
      3m 18s
    5. Understanding mr photographic exposure control
      2m 54s
    6. Adjusting brightness with exposure value
      2m 45s
    7. Using photographic exposure settings
      3m 15s
    8. Understanding color temperature
      3m 10s
    9. Setting the exposure whitepoint
      4m 52s
    10. Adjusting contrast with exposure image control
      4m 42s
  8. 26m 20s
    1. Installing and using photometric .IES files
      8m 2s
    2. Choosing a light distribution type
      3m 10s
    3. Setting light intensity
      4m 19s
    4. Using target lights
      2m 37s
    5. Adjusting spotlight hotspot and falloff angles
      2m 59s
    6. Emitting light from shape
      5m 13s
  9. 14m 14s
    1. Understanding the pros and cons of shadow types
      3m 34s
    2. Controlling shadows via object properties
      1m 30s
    3. Controlling shadows via light exclusion
      2m 50s
    4. Rendering shadow map shadows
      3m 34s
    5. Rendering raytraced shadows
      2m 46s
  10. 24m 47s
    1. Understanding final gather
      2m 33s
    2. Adjusting exposure control for final gather
      3m 24s
    3. Setting initial FG point density and rays per FG point
      4m 10s
    4. Setting interpolation and diffuse bounces
      3m 15s
    5. Tuning final gather settings to the scene
      2m 8s
    6. Controlling object properties for final gather
      3m 53s
    7. Optimizing final gather for animations
      5m 24s
  11. 10m 9s
    1. Controlling render quality with samples per pixel
      4m 11s
    2. Understanding spatial contrast settings
      2m 27s
    3. Using filter settings to apply blur for anti-aliasing
      3m 31s
  12. 27m 12s
    1. Creating a daylight system
      2m 1s
    2. Setting the location, date, and time from the Motion panel
      3m 2s
    3. Choosing mr sun and mr sky from the Modify panel
      2m 3s
    4. Understanding the mr physical sky environment map
      2m 18s
    5. Adjusting exposure value and image control
      3m 40s
    6. Setting the exposure whitepoint
      1m 51s
    7. Choosing a sky model
      3m 24s
    8. Controlling haze
      5m 28s
    9. Working with mr sky advanced parameters
      3m 25s
  13. 9m 18s
    1. Understanding mr sky portals
      2m 37s
    2. Creating mr sky portals
      2m 9s
    3. Controlling mr sky portal shadows
      4m 32s
  14. 30m 24s
    1. Understanding the pros and cons of environment mapping
      1m 40s
    2. Acquiring or creating background images
      2m 7s
    3. Modeling a flat image plane backdrop
      4m 1s
    4. Increasing map output for use with exposure control
      4m 34s
    5. Adjusting the color map to color-correct the backdrop
      6m 43s
    6. Applying a LookAt constraint to the image plane
      5m 46s
    7. Modeling cylindrical panorama backgrounds
      5m 33s
  15. 12m 27s
    1. Understanding alpha channels
      1m 11s
    2. Rendering still images for After Effects or Photoshop
      3m 6s
    3. Converting the alpha channel to a Photoshop layer mask
      3m 1s
    4. Using Photoshop adjustment layers for color correction
      5m 9s
  16. 9m 34s
    1. Understanding ambient occlusion
      2m 5s
    2. Enabling AO in the arch & design material
      1m 53s
    3. Using color from other materials
      1m 50s
    4. Setting ambient occlusion parameters
      3m 46s
  17. 22m 14s
    1. Understanding the need for a "poor man's global illumination"
      2m 50s
    2. Creating a standard omni light at the origin
      1m 51s
    3. Setting intensity and enabling ambient only
      1m 56s
    4. Creating an ambient/reflective occlusion map
      2m 51s
    5. Adjusting type and samples
      1m 7s
    6. Setting bright and dark
      2m 44s
    7. Understanding spread
      1m 40s
    8. Setting max distance and falloff
      3m 8s
    9. Excluding transparent and self-illuminated objects
      4m 7s
  18. 8m 13s
    1. Understanding atmospheres
      1m 0s
    2. Adding a volume light atmosphere
      1m 28s
    3. Setting exposure physical scale to "unitless"
      1m 23s
    4. Adjusting volume light parameters
      1m 56s
    5. Adding noise to the volume light
      2m 26s
  19. 10m 17s
    1. Understanding lens effects
      51s
    2. Adding a lens effect to a light
      3m 19s
    3. Adjusting lens effect globals
      1m 40s
    4. Setting glow element parameters
      2m 14s
    5. Adding a star element
      2m 13s
  20. 10s
    1. Goodbye
      10s

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