Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: Image Box Studios on 2016-02-09, 15:20:15

Title: Studio Lighting/Product Lighting.
Post by: Image Box Studios on 2016-02-09, 15:20:15
Hello corona members.

Can anyone help us in Studio/Product lighting. We did but we are not getting nice shadows,Contrast and good product material. Crome material/Faucet material look totally strange in renderings. Please see our attached render. We are also attaching max file too. Please help me out.

Thanks in advance.

Our render:-

(http://s7.postimg.org/6dqgdy8nv/38339_2.jpg)

We need below render quality(crome look amazing in example render):-

(http://s9.postimg.org/m9qv8ppzj/b_prodotti_156358_rel53db1d870cb34c27b36cb5d8dcd.jpg)


Title: Re: Studio Lighting/Product Lighting.
Post by: maru on 2016-02-09, 16:32:28
You are comparing two completely different scenes - your one has uniform lighting; the reference one has directional lighting. Your scene is very bright; reference scene has a lot of dark areas. Also, the metal materials are different. I am attaching a sample. This is done really quick, but basically:
-lights' position and intensity has to be changed
-metal material has to be improved - I slightly lowered glossiness, used anisotropy and subtle bump
Title: Re: Studio Lighting/Product Lighting.
Post by: -Ben-Battler- on 2016-02-09, 16:40:12
Be aware, if you want contrasty reflections in your chrome then you need also dark parts in your environment. This is also what I did in our tap renderings here (http://www.turbosquid.com/Search/Artists/optasia3d). As maru said, in a bright scene (or dark spot lacking HDRI) you will never have those reflections.
Title: Re: Studio Lighting/Product Lighting.
Post by: Image Box Studios on 2016-02-09, 19:20:42
You are comparing two completely different scenes - your one has uniform lighting; the reference one has directional lighting. Your scene is very bright; reference scene has a lot of dark areas. Also, the metal materials are different. I am attaching a sample. This is done really quick, but basically:
-lights' position and intensity has to be changed
-metal material has to be improved - I slightly lowered glossiness, used anisotropy and subtle bump

Hey Maru.. Thank you very much for your kind support. now it look really nice. and your faucet material look amazing. thanks for the scene too. by the way can we enhance our lighting more in studio setup, I mean to say i am talking about some soft but little bit dark shadows.
Title: Re: Studio Lighting/Product Lighting.
Post by: Image Box Studios on 2016-02-09, 19:24:30
Be aware, if you want contrasty reflections in your chrome then you need also dark parts in your environment. This is also what I did in our tap renderings here (http://www.turbosquid.com/Search/Artists/optasia3d). As maru said, in a bright scene (or dark spot lacking HDRI) you will never have those reflections.

Thanks and Yes, you are right. We are facing environment reflection problem on chrome material. but can we use HDRI for studio/product lighting. if yes, then what will be the process.
Title: Re: Studio Lighting/Product Lighting.
Post by: Juraj on 2016-02-09, 21:16:30
It's been correctly said above metals only look as good as their environment.

But anyway, there are often needs for tricks. I often want chrome elements to look good in bright, open space and that is problematic. In case like that, I use "fake" chrome, I heavily lower the IOR and thus total reflectance creating the contrasting gradient artificially. It still looks natural, because the end result is the same :- )
Title: Re: Studio Lighting/Product Lighting.
Post by: -Ben-Battler- on 2016-02-09, 21:33:32
It still looks natural, because the end result is the same :- )

Interesting point! But the highlights get darker too, don't they? Do you have a reference render where you used that workflow?
Title: Re: Studio Lighting/Product Lighting.
Post by: Juraj on 2016-02-09, 21:41:17
It still looks natural, because the end result is the same :- )

Interesting point! But the highlights get darker too, don't they? Do you have a reference render where you used that workflow?

How much brighter can pure white get :- ) ? You can get same intensity of highlight on regular plastic mat, but you don't get the mirrory look outside of it because diffusion starts.

If you imagine the reflective curve, it all points to absolute specular at grazing angle. But Aluminium starts at about 80perc, Chrome around 60perc. and I make it about 20-30. Regular 1.52 IOR plastic starts at 0.04 ! so metal will look metal always, just its overall brightness is adjusted.

I'll look for some crops. But you know scenes these are, regular bright rooms with kitchen and bathroom faucets :- ) I still adjust chrome materials in post-production btw, I like them much crisper for artistic effect. I use more contrast for them than rest of the scene.

Title: Re: Studio Lighting/Product Lighting.
Post by: -Ben-Battler- on 2016-02-09, 21:51:10
If you imagine the reflective curve, it all points to absolute specular at grazing angle. But Aluminium starts at about 80perc, Chrome around 60perc. and I make it about 20-30. Regular 1.52 IOR plastic starts at 0.04 ! so metal will look metal always, just its overall brightness is adjusted.

You're right. So what do you use as an IOR equivalent of 20-30% at facing angles? ~4.0? I couldn't find such a graph but that sometimes would be helpful.
Title: Re: Studio Lighting/Product Lighting.
Post by: Juraj on 2016-02-09, 22:07:47
What looks good to my eye :- ) 4 might be bit too low, but even such extreme could work in very bright environment. More like 8 let's say, don't have any scene such open where I could look.

Title: Re: Studio Lighting/Product Lighting.
Post by: -Ben-Battler- on 2016-02-09, 22:08:49
Okay, thank you for your tips!