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Realsoft Forum • View topic - HDR images in RS3D part 1

HDR images in RS3D part 1

Moderator: Timo

HDR images in RS3D part 1

Postby Timo » Saturday 27. December 2003, 17:42

This tutorial is outdated, use Henrik Nyqvist's HDR image format plugin instead: http://home.swipnet.se/supersulo/r3hdr.zip

First things first:

-it takes some work to do this

-there won't be any links to converted hdr textures, you'll have to make them yourself.
there's two reasons for this: I can't be buggered to find a PD HDR image and the .r3i
files are on the big side, around 5 MB zipped.

-you need ridiculously high raycounts if you light your scene with HDRI

-HDR ? wha ? see http://www.debevec.org/Research/HDR/

Ok, let's get going then. First you need to get your hands on
HDRshop http://www.debevec.org/HDRShop/
or
HRDIE
http://www.acm.uiuc.edu/siggraph/eoh_projects/eoh2002.html
(This tut was done with HDRshop)

there's also a commercial proggie, Photogenics
http://www.idruna.com/photogenicshdr.html

a HDR image (.hdr or .pic)
http://www.debevec.org/Probes/
http://www.blochi.com/gfx/hdri/
http://www.human-light-vision.com/
http://hdri.3dweave.com/library/
http://www.hdrimaps.com/
if you plan to use it as an environment map, get it in lat/long or probe format, or convert it in HDRshop

and my HDR project
http://koti.welho.com/tmikkola/materials/HDRI.zip

Fire up HDRshop and load the HDR image. Set gamma to 1 in view->display curve.
Set the stop value (press + or -) so high that the darkest spot on the map is around 0.5
(you'll have to trust your eyes on this one) and save this as a LDR image (file->save as...->
one of the Low Dynamic Range formats, for example .bmp)
. A dialog pops up asking if you want
to use the current display settings: answer yes. Use a naming convention that makes sense to
you (I use the stop value). Drop stop by 1 and save again. Keep doing this until the brightest spot
in the image is around 0.5. Once this is done, you can close HDRshop.
Open RS3D and load the HDRI.r3d project you d/l:ed.
Open the HDRI material, you'll see a bunch of texture file dialogs: load the brightest image
(the one you saved first) to the first dialog and work your way down from there.
If you don't have enough images to fill all the dialogs, load grey.gif (in the project zip) to the rest.
If you have more images, you'll need to add more slots yourself. It shouldn't be too hard to
figure how to get more images in there. After this, drag the camera to your view and render: you'll
hopefully see something. If the image is too bright or dark, change the multiplier in the material.
Once it looks nice, open the render dialog and set output to 'HDRI', render setting and post effect
to 'HDRI', resolution to the HDR's resolution and render. (the settings should be correct when you open the project)
You should end up with a HDR .r3i file which you can use as you like: map it to a sphere around the scene or use it with my envMap material.
If the renders end up being too dark or bright, you can adjust the HDR brightness in the envMap material or change the overall brighness with the camera's film sensitivity.

If you have comments, questions or complaints, feel free to post in this thread.

Current bugs/problems:

-final images are oversaturated compared to the orignal HDR, somehow the chroma levels go haywire in the process. You can fix this with the saturation controls

-atleast in theory, highly saturated pixels could get false values.
Last edited by Timo on Wednesday 21. January 2004, 22:16, edited 7 times in total.
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hdri tests

Postby viking » Saturday 27. December 2003, 17:55

Hey Timo,

Great work on this one... thought i would post one of my tests here.. this image uses the r3i image as illumination source.. no lights..

Vikingboy

Image
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Postby Timo » Saturday 27. December 2003, 18:12

I updated my envMap material, added brightness/saturation controls.
Quick'n dirty fix for the chroma bug ;)
½ saturation looks near original.
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Postby Timo » Sunday 28. December 2003, 03:48

Here's a Stanford dragon (or what ever it's called) made of dispersing glass:
Image
HDR environment map (mapped to envmap).
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Re: HDR images in RS3D part 1

Postby Boris » Sunday 28. December 2003, 10:32

:D woohoo this is so cool. MANY thanx Timo!


Timo wrote:
a HDR image
http://www.debevec.org/Probes/
...
if you plan to use it as an environment map, get it in lat/long format or convert it in HDRshop


I decided to take one of those probes from http://www.debevec.org/ . I can't see there are any lat/long format. Which of those pictures there are best to use. There are also Low-dynamic Range tifs for download. Would those save me of step1 of your tutorial where you describe how to save them as LDR .bmp?
Bye
Boris
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Postby Boris » Sunday 28. December 2003, 18:13

here are two more URLs for hdri images:

http://www.sachform.de/download.asp
http://www.3d-worxx.com/textures/index.php?cat=36

I've made a .r3i of the volume 2 image of the sachform site. I rendered the.r3i in 3000x1500. :shock: The .r3i had over 105 mb filesize. I re-rendererd it in 1024x512 :roll: Here is how it looked with the oscarine. No lights used.

Image
Bye
Boris
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Postby Timo » Sunday 28. December 2003, 21:26

You need .hdr or.pic files, single ldr images won't do. If you can't find a lat/long version, I suggest you download a cross format piccie and transform it in HDRshop (Image>Panorama>Panoramic Transformations...).
The .r3i files compress quite well btw.
When it is darkest, men see the stars.
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Postby Boris » Monday 29. December 2003, 13:08

I'm in hdri fever :twisted:
here is another render. This one was hardcore with sssish, hdri and gi. One Lightspot used for the backlighting.

Image
Bye
Boris
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Postby Timo » Monday 29. December 2003, 13:10

http://koti.welho.com/tmikkola/envMap_probe.zip
Here's the probe version... only tested on rnl_probe and uffizi.
For those of you who read my babblings above before I deleted them, lat/long works fine, the bug was me :oops:
My brain hurts atm, I'll do a rewrite tomorrow :)
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Postby Guest » Monday 29. December 2003, 16:59

I'm still confusted by the origonal statements in the first post. It says increase the stop until the darkest pixel in the scene is 0.5

0.5 What? doing you mean RGB(0.5 0.5 0.5)?
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Postby Boris » Monday 29. December 2003, 19:59

I didn't really understood this also. But I lightened the picture till it nearly was completely white and then darkened it till it was nearly completely black. Depending on the picture I got something around 12 - 20 stops. Each stop I saved as .bmp. Mostly the pictures were not equal to the original but you can desaturate or darken/lighten it later in your vsl - shader. Timo's envMap does this job really cool. So you can drop in your .r3i texture in the envMap and testrender and then adjust it via the envMap's GUI.
Bye
Boris
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Postby __yra » Monday 29. December 2003, 21:57

Boris - I delighted!



Timo - You present the gift, as Santa Klaus.
:!:
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Postby Timo » Tuesday 30. December 2003, 00:24

In every picture, pixels that have a color value of over 0.8 are discarded and the value is calculated from the next picture by multiplying by two.
So, not taking into account the brightest picture, all values under 0.4 are also discarded in most cases (the calculations are done on all colors, if any of them is greater than 0.8 and so on). I might change these values a bit later (something like 0.66 & 0.33).
For a rule of thumb: brightest picture should be white, darkest picture should be black. Can't go wrong with that.
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Postby Timo » Tuesday 30. December 2003, 03:21

http://koti.welho.com/tmikkola/envMap.zip
Both mapping types in the same file.
Probably updated something on them, can't remember.
http://koti.welho.com/tmikkola/HDRI_mat.zip
HDRI material with 20 texture slots. (now in the HDRI.zip project)

And a little tip: if you want to keep the original whitepoint(?) of the image, set brightness in the HDRI material to the 1/2^X value you see next to the 0-stop texture.
Last edited by Timo on Friday 16. January 2004, 10:04, edited 1 time in total.
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Postby Reiji » Tuesday 30. December 2003, 16:39

Hi,

I also did. (using hdr and gi)
This model is Blender's primitive.(http://www.blender3d.org/)

Image

Left model used "glass" material, but the result is very strange.
The left model has become black.
Is there any good method of solving this problem?
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