Hello swats, U are doing a great job. I tried it was really working super good. At next iam planing to connect HDRI switch ctrls and rig scale in main Ctrl. Thank you ,Wishing you merry Christmas and happy new year 🎄
Thank you very much for the tutorial! The one part I’m confused about is after I add the aiLightdome and render, when look at my diffuse-direct AOV, the render is completely black (totally different than my diffuse-indirect AOV which does show the lighting that comes from the aiLightdome). How are you getting diffuse-direct lighting to register that strongly? I have the gray material set up exactly like you have in your previous tutorial. I am using Maya 2017… so maybe that’s a factor. I don’t know! Thanks in advance!
Thanks. Could you please show how to use the Latlong Rotopaint [Toolset] in Nuke to clean the HDRI from direct light? I'm having a hardtime figuring out how to turn the latlong into cubemap, paint it, then turn it back again as latlong. By the way when done, do I save the hdr as sRGB or linear (output transform in write node)?
Hi Swats, thanks for your sharing. It is a really good tutorial whicih teach me a lot. Here I have a question if you can help me to figure it out: I am curious about how did you choose the size of area light during set up lookdev env. Different size of area lights would cause different specular. How could you make sure that if you tweak roughness under these specified area lights, then the result would also be good in other types of environment. Thanks!
just took measures of real-world softbox sizes used in photography from internet and used two of them which has the size to lit a model from head to toe almost evenly.
@@peterrandall6761 you mean you get it on the render? Which file extension are you remdering? Exr or jpg, png etc? If you are rendering in 8 bit formats like jpg or png, you will get banding. Use exr or tuff, tga which are 16 amd 32 bit formats
@@Swatstuts I've used both exr and pmg but I still get pretty bad banding after exporting from AE. I posted a WIP test render on my channel if you want to see what I'm referring to
When you reduce the exposure in the HDRI Dome Fill Light to adjust the lighting contrast ratio, Do you have to increase the exposure on each light to rebalance each of them back to getting a 0.18 Luminance value? you did say you'd have to compensate with the exposure of the area lights, but i'm not completely sure what you meant by that.
Yes, exactly what you have mentioned. You have to adjust the other lights to compensate. If you have put the grey value to .18, then adjust to get .18. If you have put any other value, lets say 0.5, then adjust it to get 0.5. So that our diffuse luminance values will not go wrong.
when calibrated the exposure of each area light, why do we make each one have a .18 luminance value on it's highlight? shouldn't the overall luminance highlight be .18 so that that's the highest value? if i set all my area lights to be .18 luminance then my overall luminance highlight is closer to .243? should we not adjust each light to get a highlight closer to .18 like with the hdribl setup?
The overall should be 0.18. I was adjusting with hdri+ respective light. If any other light info is contributing to the lights exposure, then you can adjust the overall exposure to get 0.18. you don't need to make each individual light to be 0.18.
The purpose is to get accurate texturr values, so overall exposure value should be around 0.18 if we are using grey value of 0.18 on the object for light calibration.