| This is a brief tutorial to introduce you to real-world reflection mapping in Pixels 3D Studio. This technique is routinely used for movies and commercials sfx.
This tutorial requires:
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| First, we have to take a picture of our background. It will become our lighting/shading reference. I took a picture of the 3d screening room at work using a nikon digital camera.
If you have a camera tripod to lock the position and orientation of your shot, you will get better results. It just leaned againts a wall to get approximately the same angle between shots. |
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| Next, we'll place our chrome ball where our 3d object will be standing and grab a second picture.
This x-mas ball was bought for approximately $60 to a company crafting street ornaments. The surface finish is not perfect and there is a visible molding seam, but it will hardly be visible in the final render. These problems can be taken care of in photoshop anyway. I zoomed in on the ball to get a better resolution, but to get the most accurate results you should avoid that. But again, nobody will notice the distortion introduced here, so let's continue... |
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| First, we'll open our paint package and load in the x-mas ball picture.
We'll start by cropping the ball to get rid of the rest of the picture. |
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| Next, we'll run the "Ornaments" photoshop filter from Flaming Pear over our image.
This little jewel will unfold the spherical reflection so that we may use it in Pixels:3D. |
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| The rest is pretty straightforward.
I loaded a small faded-out version of my background in the camera view, loosely matched the camera's POV and placed a mesh corresponding to the top of the table. It will receive my shadows. |
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| Next, I added a spotlight and some chromed geometry reflecting the real room.
The spotlight matches the position of the windows in the room. I uses raytraced shadows with an area size of 75 to get progressive, natural looking shadows that would match with the background. |
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| The chrome shader is very simple. our reflection map does most of the job, the rest is a matter of taste.
the Image Map node was left to its default settings. |
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| This is just a quick intro to a technique that can get a fairly involved, especially for moving shots.
You will find 2 movies showing the bug move. I used raytracing only for the shadows, the rest was rendered very fast. The shadow pass was color-corrected and composited in After Effects. If you look closely at the picture, you will see some reflections are not really matching the environment, but, hey, who cares : it just works ! Next time, we'll talk about a more subtle use of this technique |
| final shots :
T2-Chrome Flavor Big (2.6Mo) Small (816k) These shots were compressed with the animation codec to preserve the image quality |