Overview of Color Mapping

Without the final translation of collected information into RGB pixel values, we would never get any images out of our rendering engine. One of the extremely cool things about V-Ray, though, is that it allows us to make some pre-render choices as to just how this color mapping will take place, and so ultimately we can affect a little bit how our final renders will be looking.

So of course we need to go and open up the Render Setup dialog for ourselves, we want to come into the V-Ray tab, and I am just going to close up everything except our color mapping rollout. Now, the parameter shared in common by our color mapping modes is this Gamma value. In fact, if we just very quickly flick through each of the options available, you can see that, that Gamma parameter stays consistent. It is available for each and every one of them. Now the Gamma value can be almost be thought of as a mid-tones control, it is really placed there to give us the ability to compensate for the Gamma response curve of our display device, and because it is available in each of the color mapping modes, we can do this irrespective of the color mapping we want to work with.

To correct for a 2.2 Gamma display curve, which is a typical Window system setting, we would use a value of 2.2 in this option, just as we have here, and the render that we can see is the end result that we would get. If of course we were working with an operating system that has a different Gamma response curve, or we just wanted to make a change for artistic preference, then a value of 1.8, for instance, is something that we could work with, and this is the image that we would get. You can see just a little bit of a shift down in terms of the mid-tones, the image is a little bit darker with the Gamma 1.8 option.

So that's the parameter that all of our color mapping modes hold in common. We want to look now at the Dark and Bright multiplier, which are parameters-- these are controls that most of our color mapping modes are going to be working with. So if we just minimize our render frame window and just pull up the RAM Player for ourselves, again, just remember all of the images we are looking at here are available in the Exercise_Files folder in your Render Output and Ch02 folder. So I just want to set the Gamma value here to a value of 1.0, because each of these renders were taken using this value.

Whenever we are rendering with such a high levels of contrast in our scenes, we really see the effects of the Dark and Bright multipliers and the color mapping modes as well, so that is why we just use this value for these particular renders. Now, the Dark and Bright multipliers-- as their name would suggest--control the darkest and brightest values found in our rendered image. If we were to take a render with the settings as we see them now, you can see this is the way our image, our render would turn out. If we to make changes to the Dark multiplier, for instance, if we were to drop the Dark multiplier down--I just want you to pay attention to the dark values just around the edges of our render-- and if we take this and drop it down to a value of .5, and then take a look at the result in render, you can see just how all of these dark areas all drop down in value.

So you can really see what the Dark multiplier is doing there. Of course, if you keep an eye on those same values, as we go up to a value of 2, so now everything around these edges is pushed quite a bit. And if we just compare it to our start point, you can see all of these dark areas really do brighten up. And of course the same is true of the Bright multiplier itself. So let's set it back to 1, and if we go to a value of .5, this time we want to pay attention to all the brightest spots in our image. So for instance, where we get the light blowout here, again, let's go back to our reference. You can see we've got very bright areas where the light is blowing out our material, and if we go to the Bright multiplier render of .5, you can see all if that blowout is gone.

Now, just a word of caution here, oftentimes you do see the Bright multiplier recommended as a method of handling blowout or burnt areas in the scene, but as you can see, because we have made quite a drastic change to the Bright multiplier, we have quite bit of artifacting going on inside of our render here. So generally for subtle tweaks the Dark and Bright multipliers work well. If we want to get rid of something very severe, then making changes of this order, of this magnitude, really not a recommended way of doing things. And again, if we keep an eye on those bright areas, if we really push up to a value of 2, you can see our resulting render really does have quite bright values in it indeed.


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Beautiful Accidents

Beautiful accidents can happen, but accident is not the basis for design excellence. Purposeful discovery followed by focused, skillful conceptualization and execution is the basis for design excellence.
— Andy Rutledge

Rendering Your Own Reality

Rendering Your Own Reality

One of the most important part of any architectural project is being able to communicate the finished vision before the actual work brings it to life. Shaping the final product before you begin renovations or new construction allows you to make more informed choices for every detail of the venture from the color of the tile to the patterns that will appear on the wood grain. Additionally, a visual reference for a finished architectural project will keep things moving even when small setbacks may arise. architectural renderings created using a digital platform will bring a project to life before your eyes. The potential vividness of digital renderings will take the guesswork out of any endeavor and make communication between multiple parties a process that occurs naturally.

Photo-Real Architectural Rendering

Architectural renderings by Bobby Parker offer all of the above benefits to designers and homeowners for any kind of project both large and small. Bobby Parker renderings can reflect ideas and finalized designs for single rooms, entire houses, or multiple layouts and floor plans. Bobby Parker brings customers more than wire-rendered, digital drawings or 2-dimensional drawings that only vaguely reference the final concept. Instead, Bobby Parker delivers Photo-Real Architectural Renderings that can be virtually indistinguishable from an actual photograph of the final project. There is no other artist in the area who can offer the same skill and diversity in their portfolio when it comes to creating a photo-real rendering that will ensure the integrity of your designs when the work is done.

Photo-real architectural renderings can allow for advance completion of every aspect of interior design planning. These images can assist in shaping ideas for everything from the furniture in the room to the pictures that are hanging on the wall. With Bobby Parker as your partner, imagination in design comes to life in most realistic way possible. Over 24 years of professional experience will allow you to have the resources necessary to achieve stunning results in every architectural project in which you engage. The images are rich in quality and delivered quickly regardless of the project scope. Allow your imagination to have freedom and express itself with precision by allowing Bobby Parker to give it tangible expression


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The Sketchbook Project Explained in 96 Seconds

"Everything you ever wanted to know about The Sketchbook Project explained in 96 seconds! Featuring James K. Polk and Presidents, A horse, and some other fun characters.…" 

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Understanding Tools Required for Color Management

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Like any other craft, there are a few tools you need to ensure accurate and consistent color throughout your architectural rendering's color journey. Your monitor is probably the most serious tool you're going to be dealing with in any kind of color workflow, and you have to have a way to calibrate and profile that. Since most monitors don't come out of the box calibrated, well you need to know that what you're seeing on the screen is an accurate depiction of what's actually in your file.

So what happens if you don't take care of your monitor color? Stop and think about it. If your monitor is not accurately showing you your images, with the correct color and tonality, then your edits are guesses. I don't think anyone out there wants to sit in front of a computer for hours on end. Only get bad prints because your monitor wasn't showing you the correct color and tones in your image. Now what commonly happens? Let's take a closer look. Let's say your monitor is overly blue, and this is something that's not uncommon.

When you view your image on the screen, even if the file is actually correct it will appear bluish and you want to edit it. So in this case, we bring our editing software. We add yellow to the color balance and, oh now it looks great on the screen. But, the original file was actually pretty good, and you made it more yellow to counter your blue monitor. It may look better on the screen now, but when you print the image, it comes out yellow. Having your monitor set too bright is also very common. When you view your image on the screen, well, the image looks too light because in this case,  the luminance of your display is set too high.

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So you make some brightness adjustments in your software to get it looking the way you want. Now that looks better. But, once again, even though the screen looks better, but the original file was actually exposed correctly, and you made it darker just to counter your too bright monitor. Again, it may look better on the screen, but when you print the image, it comes out dark. I hear this from some of my architectural rendering friends all the time. The exposure was a bit under, sometimes done on purpose to keep from blowing out details, but it looks great on a monitor.

You get fooled into thinking the images are perfect, when in fact, the images are a bit dark and could use some brightening. When these images are sent to the printer, and come print too dark, you want to blame the printer when in fact, the culprit is your overly bright monitor. Monitor profiling and calibration help to end these common problems, and will make it much easier for you to get great prints. We don't want yellow prints, we don't want dark prints. We want perfect prints. Now to do this, you need some tools. Colorimeter-based devices like the X-Rite ColorMunki, along with other devices like Datacolor Spyder series, are great for those who need to profile their monitors when they're not planning on doing serious fine art printing on their own.

A colorimeter like these makes use of filters to measure the intensity of red, green and blue. Measuring these primaries is roughly similar to how our eyes work. The filters reduce a broad range of light into a few measurement values that allow your monitor to then show you red when it's asking for red. And these two X-Rite devices can also provide some other useful functions, including the ability to calibrate and profile projectors. They can also continuously monitor the ambient light around your workspace and even adjust your monitor's brightness if the ambient light should reach a certain level.

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So for example, if your desk is near a window and you've got from sunny to cloudy to dark, it will automatically adjust your monitor so that what you're seeing when you're editing is best displayed. Now both devices sit flush on the front of your display , and use their softwares to read color patches. 

They are the way to go if you also want the ability to create custom paper profiles for your printer. If you're doing a lot of your own final printing, or setting up devices for others to use, custom profiles can go a long way towards making the most accurate print possible. Factory supplied profiles are certainly better than not having a profile at all. But a custom profile can sometimes be much better. The last tool in this group is also the least expensive and supports the idea that having the best files right at the start will produce the best print.


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Lesser Known Composition Tricks

So you already know that the rule of thirds, leading lines, and framing your rendering are some of the essential composition techniques architectural illustrators commonly use. Here are a few other not so common composition techniques that can set your renderings apart from the rest!

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Left to Right

Put the focus point of your subject more to the right side rather than the left. Our eyes are used to reading text left to right, just like you are reading this article, so follow the same idea in your renderings. No, this is not the rule of thirds or leading lines; rather, it draws your viewer’s eye into the image.

Tell a Story

A picture is worth a thousand words, right? 

Telling a story with your composition is nothing new.  You have probably heard that before; however, one thing that I consistently see results from in my renderings is paying more attention to what is excluded from the rendering than what is included in the rendering.  The key to composition is to analyze every single thing in the rendering, and then place it in a way that adds to the subject itself.

Simplify Your Compositions

Keep the focus on the subject, not all the details in the scene. Too many details take the focus away from the story your rendering is trying to tell and make it more difficult for the viewer to figure out what you are trying to convey. 

Another way to bring focus to your subject is with light. The eye is naturally drawn to the brightest spot of an image By using light, positioning, and depth-of-field to make the viewer pay closer attention to the subject, you will capture much more impactful photos.

Odd vs. Even

Odd numbers of things tend to be more visually exciting than even amounts. Because of this, triangles are more dynamic than squares (which often look like a frame). Three’s the magic number rather than two or four. Choose seven over six or eight, and nine over ten… You get the idea.

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Crop with Care

I don’t go crazy about exactly where a crop, but I do think it is necessary to crop with care.  My rule of thumb is if you are going to crop off, crop hard.  Cut off a good chunk.  The real problem happens when you just barely cut off a skiff.

Break the rules!

Don’t be afraid to break the rules and try something new. There are times when breaking the rules is precisely what makes a rendering stand out from all the rest

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The Ultimate Guide to Adjustment Layers – Levels

In this tutorial, we will take a close look at the Levels Adjustment Layer in Photoshop. We will see how levels can improve low-key, high-key, and low contrast photos, as well as how you can use the Levels Adjustment Layer to make color corrections. We will also spend some time in this tutorial explaining a bit about Photoshop’s histogram and how it works. Let’s get started! 

 

Histogram Details

For more information about Histograms, see this tutorial "What Does a Histogram Tell Us?"

  • Mean: represents the average intensity value of the pixels in the image.
  • Standard Deviation: (abbreviated "Std. Dev.") shows how widely the image’s intensity values vary.
  • Median: is the midpoint of the intensity values.
  • Pixels: tells you how many pixels Photoshop analyzed to generate the histogram.
  • Cache Level: shows the current image cache Photoshop used to make the histogram. When this number is higher than 1, Photoshop is basing the histogram on a representative sampling of pixels in the image rather than on all of them. You can click the Uncached Refresh button to make the program redraw the histogram based on the current version of the image.

If you position your cursor over the histogram, you also see values for the following:

  • Level: displays the intensity level of the area beneath the cursor.
  • Count: shows the total number of pixels that are at the intensity level beneath the cursor.
  • Percentile: indicates the number of pixels at or below the intensity level beneath the cursor, expressed as a percentage of all the pixels in the image.

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Be More Creative Instantly

Smile to get smart! Being in a good mood makes you more creative, finds new research from the University of California, San Francisco.

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Scientists reviewed a collection of studies that all pointed to the pros of a positive mood. Happy men had a more holistic approach to problems than negative guys, meaning they were able to recognize innovative solutions others may have missed.

How come? Research suggests when you’re happy, you release more dopamine—a neurotransmitter linked with motivation—which increases your control over your mind. Happiness also boosts activity in areas of the brain that handle decision-making, learning, and processing.

Manipulate your mind—even if you’re down in the dumps—by recalling happy experiences or simply smiling. Research has shown that if you’re bummed out, faking a grin can trick your brain into feeling happier.

 

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Increasing Your Creativity at Work

Do you ever think, "I'm just not that creative"? You're not alone. But companies increasingly expect their employees to think about problems in new ways and devise unexpected solutions. The good news is that creativity is not a gift, but a skill that can be developed over time. Learn how in this course with innovation expert Drew Boyd. Discover nine simple tips to boost your creative output at work and learn how to think about the world in a different way, break problems down into manageable parts, divide and conquer a problem, and evaluate ideas systematically.

 

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SAVE 20% OFF New Chaos Group Products and Upgrades

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If you’re new to Chaos Group you’ll get 20% off any Chaos Group products just for registering for one of CGschool's live or online masterclasses. If you’re an existing customer, you’ll get 20% off any product upgrade. With V-Ray 3.0 just around the corner this could save you hundreds or even thousands of dollars off your studio’s upgrades.

FREE V-Ray for 3ds Max License

We’re also giving away one full license of V-Ray for 3ds Max in each Masterclass city and we’ll also have a bunch of cool Chaos Group swag to give out to students.

For more information, go to http://masterclass.thecgschool.com/

 

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