Join Brian Bradley for an in-depth discussion in this video Controlling exposure manually, part of V-Ray 3.0 for 3ds Max Essential Training.
- Whilst the default Auto ISO exposure method in the new Physical Camera is in my honest opinion, the simplest way to handle exposure in a scene, we can of course still make use of a more manual approach to the process, should we want, or need to. All we need do is enable the Manual, instead of Target Option in the Camera's controls, and we're good to go. Indeed this will instantly put many V-Ray users back on very familiar ground, as we can now use the various photographic or camera based controls, to handle the brightness of our renders.
Although, of course not everyone is going to be comfortable with the idea of using camera controls, in order to deal with illumination levels in a 3D render, which is why we're going to spend a few minutes in this video examining each of the controls that make up the exposure triangle, as it is often times referred to, until we can get a better idea of the role they play in controlling scene lighting. First of all then let's come to the Lens section of the Physical Camera roll out, and take a look at the aperture control. The parameter that we can use to control the size of the virtual aperture on our Physical Camera.
If we have no prior experience with cameras, the numbers here can be slightly puzzling. Simply put though, smaller F numbers represent a larger aperture or opening to our camera's virtual sensor, which in turn allows more light to be used in the calculation of the render, giving us of course a brighter final image. The inverse is also true in the larger values produce a smaller aperture, which in turn means we use less light in the calculation of our image meaning we get of course a darker final render.
As is the case on a real world camera the aperture on our physical camera can also be used to perform all the duties, as a part of the physical camera model, specifically that of controlling any depth of field effects that we may decide to add. Another parameter that forms a part of the photographic exposure triangle, is the shutter speed control. Here, as I already noted, we get to choose from a variety of ways in which the shutter operation can be calculated. To stick with the still image photography analogy that we have been using here, let's access the drop down, and switch the calculation type to fractions of a second.
At this moment in time then, our virtual shutter is actually set to be open, for just one, one thousandth of a second. As with the real world camera, higher numbers are smaller fractions of a second represent faster shutter speeds, whilst lower values or larger fractions of a second produce slower or longer shutter speeds. A slower shutter speed allows more time for light to enter the virtual camera giving us again a brighter final image with the inverse also being true, so a faster shutter speed, means less time for light to enter, giving us in the end a darker final render.
The shutter speed parameter can also be used to determine the level of motion blur that gets applied to a render if we have the Motion Blur feature enabled. The final component in our exposure triangle, is the film speed or ISO parameter. Interestingly, the film speed value is the only part of the exposure triangle both on real world and also on this virtual camera that doesn't actually control any other critical in-camera effects which is why for me personally the default Auto ISO mode that we have already demonstrated, is the best choice for controlling exposure.
And of course, the fact that it is a much simpler system with which to work, doesn't hurt either. Now, of course for render artists coming from a photography background, using an automatic ISO setting may sound like a dangerous thing to do as using high ISO values on some cameras can cause images to suffer from excessive noise problems. Thankfully, this is not the case with the 3DS Max Physical Camera. Here, we can use whatever ISO values we like in order to get the exposure we need for the shot that we want.
- Using the new UI elements, Quick Settings, and revamped Frame Buffer
- Understanding color mapping modes
- Adding V-Ray light types
- Working with the V-Ray Sun and Sky systems and dome light
- Using irradiance mapping and light cache
- Working with diffuse color maps
- Making reflective materials
- Creating a translucency effect
- Using the new SSS and skin shaders
- Ensuring quality with image sampling
- Working with the adaptive subdivision engine
- Controlling the physical camera
- Working with FX tools such as VRayFur and VRayMetaball
- Stereoscopic 3D rendering
- Using Render Mask
Skill Level Intermediate
Q: This course was updated on 02/02/2016. What changed?
A: We added tutorials on the new 3ds Max camera tool, which replaces the defunct V-Ray Physical Camera. The author also includes a method for creating a V-Ray camera via scripting.
Q: This course was updated on 04/19/2018. What changed?
A: New videos were added that cover V-Ray 3.1 to 3.3 updates.
SketchUp: Rendering with V-Ray 3with Brian Bradley4h 15m Intermediate
V-Ray: Control Color Bleed in SketchUpwith Brian Bradley1h 2m Intermediate
Introduction and Important Information
V-Ray 3.1 to 3.3 Updates
V-Ray 3.4 to 3.6 Updates
1. Getting Ready to Render with V-Ray
2. Key Lighting Tools
3. Global Illumination
4. V-Ray Materials and Maps
5. Quality Control with Image Sampling
6. Working with Cameras: The V-Ray Physical Camera
7. Working with Cameras: V-Ray 3 & the 3ds Max Physical Camera
8. The V-Ray FX Tools
What's next?1m 47s
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