RadiosityWe've thrown together a quick solution with the Light Tracer that looks pretty good. But there are times when we need absolute accuracy, when we want real-world lights and surface reflectance. This is where radiosity rendering comes in. This entire business about light being interreflected around a scene had its start as a tool for thermal engineers. They were concerned mostly with heat reflectance from surfaces, but their equations proved valuable to graphics programmers as well. Since thermal engineers are quite concerned about the relative sizes of things (it takes a lot more energy to heat up an aircraft hangar than it does to heat up a closet), they needed a solution that was size-specific.Enter the radiosity solutionnot only a precise way to visualize bounced light, but also a means of assigning specific characteristics to lights and surfaces. The two aspects go hand in hand. Whereas the Light Tracer is a generalized solution that can be applied to most out door scenes regardless of scale, radiosity requires exact sizing of scene components to a real-world scale. Most radiosity rendering failures happen because this seemingly simple dictum wasn't heeded, so we'll put in a note for those skimming this introduction:Note
Light Sources for RadiosityAnother important consideration is to work with photometric lights instead of the standard 3ds max lights that you're used to. These are true representations of actual lights, and they throw light in the way that their actual counterparts do. You can get away with trying to use standard lights, but as these are converted to photometric anyway, you lose the control gained from doing it the right way.Many manufacturers will give the specs for their lights in a catalog or on their Web site. A sampling can be found at the Erco Web site (www.erco.com), though you will have to sift through lots of technical data. Look for models compatible with VIZ 4, 3ds max's cousin, written more for architectural pursuits. You will also need the companion IES files that specify how the light spreads out from the fixture. The good news here is that the lamp is already modeled, and the light is attached (it's what 3ds max calls a luminaire: a grouped object/light combination). There is even an inverse kinematic link so that the fixture points wherever the target for the light is placed.3ds max also has a "Common Lamp Values for Photometric Lights" help item. Many different types of lights are listed, but for now, here's a list of standard bulb-type lights that you might find in your home. They are all based on a Free Point Photometric Light type:
To quickly drop in standard light elements, you can access the Photometric Light presets from the Create menu > Create > Lights > Photometric Lights > Presets.Figure 20.27 shows the setup for a 100-watt bulb. Figure 20.27. Properties of a 100-watt bulb.![]() Exposure ControlsRadiosity scenes tend to be too dark, and inexperienced users tend to keep bumping up the lighting power, trying to get something that they can see. This throws the lights totally out of whack. Imagine wearing dark sunglasses into a normally lit room and attempting to adjust the lights. 3ds max has Exposure Controls to rectify this situation. These controls are accessed from the Environment tab in the Environment and Effects dialog.There are four choices available: Automatic, Linear, Logarithmic, and Pseudo Color. For most circumstances, Automatic will work fine. Linear can help scenes with not much lighting differential, while Logarithmic is better for very dynamic scenes. However, Logarithmic can give an over-saturation to files (Figure 20.28). Figure 20.28. Using Logarithmic Exposure can cause color bloom and loss of shadows in some scenes (exposureLog.jpg on the DVD).![]() Figure 20.29. A Pseudo Color Exposure Control rendering.![]() Materials ConsiderationsStandard 3ds max materials tend to throw off too much light and cause light blooms. Material reflectance must be monitored closely, but this is difficult because colors tend to look too dark in the interface. If you're going to be working with radiosity, it's best to turn on Reflectance & Transmittance Information. Choose Customize > Preferences, and in the Radiosity panel select Display Reflectance & Transmittance Information. Once you do that, each material will give you a readout that allows for exact control (Figure 20.30). Figure 20.30. Reflectance & Transmittance Information has been enabled.![]() Figure 20.31. Bringing down the bitmap's RGB Level.![]()
Using the Radiosity RendererThe radiosity settings are activated much the same way as the Light Tracer's: You open the Render Scene dialog and click the Advanced Lighting tab, then select Radiosity from the drop-down menu. You are greeted by the settings area (Figure 20.32). Figure 20.32. The Radiosity renderer's settings.![]() Figure 20.33. The Radiosity renderer's Meshing and Rendering Parameters.![]() Figure 20.34. The Rendering parameter Re-Use Direct Illumination from Radiosity Solution has been set (roomReUse.jpg on the DVD).![]() Figure 20.35. The Render Direct Illumination choice has been set. Regather Indirect Illumination and Adaptive Sampling have been left off. Time to render: 26 seconds. (room.jpg on the DVD.)![]() More Information on RadiosityThe 3ds max file room.max has been included on the DVD so that you can experiment with radiosity settings. Try importing some of your own models into the scene to see how radiosity can work for you. Those who want to delve further into radiosity and peek at some of the underlying math can find an excellent introductory paper at ![]() |