Arnold Imagers: Excluding Objects from Effects?

Arnold Imagers: Excluding Objects from Effects?

quinnredshift
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Message 1 of 26

Arnold Imagers: Excluding Objects from Effects?

quinnredshift
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I'm kind of new to Arnold; I'd been using a very out-of-date copy of MAX for a long time for two very good reasons, and now I'm finding myself having to relearn a lot. I'm beginning to see how powerful Arnold can be, but it was a little daunting at first.

 

One question I have is about imagers; since MAX doesn't have a built-in glow effect that's good for putting a nimbus around something (lightsaber blades, for example), I'm using the Lens Effects in Arnold, specifically Bloom. It seems to be getting the job done, for the most part.

 

Here is where I'm a little stuck, though: is there a way to exclude objects--or only include objects--in certain effects The amount I need for neon lights isn't quite the same as for fluorescent lights, for example.

The on-board, native MAX Lens Effects had ways of doing this with Object IDs and Mat IDs, for example (though with no way I found to save those settings, so you couldn't just load them into a blank scene). I don't see that same functionality with Arnold.

 

Is this doable? Thanks.

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Message 2 of 26

CiroCardoso3v
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Advisor

Use the threshold option. In the example below, I have two spheres the one in the left has a emission set to 1 and the second set to 10. Without the Threshold option

CiroCardoso3v_0-1675927533346.png

And increasing the threshold

CiroCardoso3v_1-1675927555097.png

 

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

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Message 3 of 26

quinnredshift
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That could be a workable solution for a small scene, but it doesn't give me the level of fine control I'm after, and things could get very dealbreaker-y in that fix-one-thing-but-break-another kind of way if I try to do it all with threshold settings. I'm looking for something a lot more  specifically targeted, an "Exclude This Object Entirely No Matter What" checkbox.

 

For example, I might need Object A to emit just as much light as Object B, but have a smaller, tighter glow around itself compared to B.

 

Maybe the problem is that I'm trying to use bloom effects as a special effect rather than a lens effect.

MAX has never had a good glow effect, except in MentalRay, which isn't around anymore; I see endless threads online about people trying to make lightsaber blades look like they do in the movies and having to jump through a ton of hoops to do it...and a ton of other people tell them to do it in post (which has its own issues).

 

Either way, if it's possible to specifically and deliberately exclude objects from an effect--even if they'd normally be affected--I'd like to know it. 

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Message 4 of 26

CiroCardoso3v
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Advisor

Yeah, people often don't realize the work that is done in VFX to make things like lightsabers.

 

Maybe @Stephen.Blair or @lee_griggs will know a way to use the Arnold User Properties to do that. I am not sure if what you want to do it is is possible in render.

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

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Message 5 of 26

quinnredshift
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The "Glow" map in MentalRay did exactly--and I do mean exactly--what I wanted, what I'm after.

 

Thinking about it...maybe setting the bloom's threshold in the right place could do the trick, but then I'm left playing with the emission value of the material. And if I know MAX, that threshold will need to be set high enough that certain objects won't glow, but that means the object's emission will have to be so high that the bloom is too big.

 

That's how it always seems to go, and it's why I'm asking whether I can include/exclude objects from imagers: to keep unwanted effects and mutually exclusive settings from being an issue. To have a finer degree of control over the final rendered image.

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Message 6 of 26

lee_griggs
Autodesk
Autodesk

I find atmosphere_volume gives a more realistic result with lights than a simple glow. There are a couple of lightsaber renders here. It's a spot_light with a low cone angle and a high lens_radius value. You can disable volume light contribution for any other lights that you don't want the atmosphere_volume to affect.

 

https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_for_3ds_max_ax_arnold_renderer_ax_environment_...

Lee Griggs
Arnold rendering specialist
AUTODESK
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Message 7 of 26

quinnredshift
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@lee_griggs wrote:

I find atmosphere_volume gives a more realistic result with lights than a simple glow.


But I don't want "realistic".

 

I want "exactly how I'm picturing this in my head even if it defies reality because, heck, I'm makin' science fiction, here, and it needs to look good more than it needs to look real".

 

That's why I'm looking for a way to exclude objects from Arnold's imagers, in order to have a finer degree of control over the final render, and deal with a lot less, "The solution for Problem X broke Things That Were Working Fine A and B."

 

And they are objects; the glow is coming from self-illuminated geometry rather than lights, and it doesn't necessarily need to have any lighting effect on the environment. That's the way the MentalRay "Glow" map worked: plunk it into the Diffuse section, give it parameters for intensity and size, and **boom** you got yourself a glowing object without any fuss, with a glow that stays the same size relative the object, and with a lot of control over the size and intensity of that glow without affecting any other objects.

 

And that's what I'm trying to do now.

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Message 8 of 26

lee_griggs
Autodesk
Autodesk

Ok, well then Ciro's suggestion makes perfect sense to me. Attach a simplified scene if you can't get it to work.

Lee Griggs
Arnold rendering specialist
AUTODESK
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Message 9 of 26

quinnredshift
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I can get Ciro's suggestion to work, no problem.

It just doesn't accomplish my goal.

 

The problem is that the Arnold imagers are globally applied rather than specific to an object, or even to a material.

I need a solution where I can diddle the settings for a single object or material and not have that action change any settings or render results for anything else in the scene.

 

That's the level of control I need.

I've had too many instances of getting something exactly right...but then a separate and similar effect which shares settings with the thing I got right but needs them set at different values to do what I'm after...is broken. The thing that was perfect needs to be made imperfect to make something else perfect, and those situations are too dealbreaker-y to find a middle ground; something isn't going to work as I intend because of those shared settings.

 

I'm trying to avoid that.

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Message 10 of 26

RGhost77
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Advisor

https://www.youtube.com/watch?v=7tEiH221p7M

 

Would be nice to have masking options for Imagers like Vray has...


Royal Ghost | veda3d.com
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Message 11 of 26

wernienst
Collaborator
Collaborator

I still think that Ciro's method is a possible way.

glow-test arnold bright.jpg

It's a matter of carefully fine-tuning the relations of material luminance values to Lens Effects parameters and the global scene illumination.

Message 12 of 26

quinnredshift
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Advocate

That way isn't bad, per se. It's just not what I'm after.

 

I'm after a method that is controllable and consistent, where the glow effect would be exactly the same if I were to Merge the object(s) into a new scene which already had effects in it.

 

I'm trying to find a method that can't break because a shared parameter needs tweaking for one object but needs to stay the same for another.

That's what I'm trying to prevent.

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Message 13 of 26

wernienst
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Collaborator

glow-test arnold dark.jpg

Here is the same scene without environment lighting.

Message 14 of 26

wernienst
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Collaborator
ok, I understand.
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Message 15 of 26

quinnredshift
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And it looks great, but again, my real goal is consistency.

 

I'm after the assurance that an object's glowing bits will render the exact same way no matter which scene it's in, that some global setting that's different from scene to scene won't change the effect.

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Message 16 of 26

quinnredshift
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I'm still having problems with this; there seems to be no solution which actually accomplishes my goals.

 

Lens Effects won't work because an imported object won't retain its settings from scene to scene, and there may well be an object in the new scene with the same MatID as the imported object. The glowing nimbus effect needs to be specific to the object or its material; the effect can't be part of the scene, otherwise there will be no consistency, and the settings will have to be manually changed for every scene.

 

I need something that works like the Glow material that worked in MentalRay. I need control over the effect, a straightforward, no-nonsense, non-kludgey bloom function.

That seems to be where MAX does not shine: giving the user control over the final image. It's trying so hard to be photo-real that breaking reality isn't possible, but that's what I need to be able to do. I need to force MAX out of its comfort zone and into the realm of making things look according to my vision.

 

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Message 17 of 26

lee_griggs
Autodesk
Autodesk

"But I don't want "realistic".

 

If you could show us an image of what you are trying to achieve then maybe we could understand your 'vision' better.

Lee Griggs
Arnold rendering specialist
AUTODESK
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Message 18 of 26

quinnredshift
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A lot of the above, actually.

 

Maybe a visual would help...I made this using MAX 2013: https://www.youtube.com/watch?v=XfcWbxqqpJA

 

quinnredshift_1-1691678764287.png


The full thing is 28 minutes long and doing okay-ish on the film festival circuit.

 

But the problem I had was that the toon-shader could not react to the color of lights, treating all lights as white.

I had one scene that took place at dawn, and it required adding an RGB Tint to absolutely every material in the scene:

 

quinnredshift_4-1691680182327.png

 

I considered trying to do that in post, but I knew it wouldn't come out quite right.

And even then, if I had lights of multiple colors, I couldn't make it work at all.

 

After that project was completed, I switched to MAX 2023, and it seems like everything has changed, especially with the Arnold renderer; I really miss MentalRay. And Scanline is soooooooo slow, prohibitively so.

 

The problem I'm having in 2023 is similar: the hard edges of the shadows seem only possible using a tone map, which then also eliminates any reaction to the color of a light.

 

This is the best I can get: 

quinnredshift_2-1691678993989.png

 

...and it requires messing around with specular and sheen, which I do not trust to behave themselves under all lighting conditions; there seems to be a tendency for the highlight to go way overboard if a light is too bright, turning pure white, and it looks like the character's skin is made of metal or polished plastic.

 

The legacy Ink'n'Paint material may not have been perfect (especially when inking), but I had so much more control over how the material would react to lighting, light-color notwithstanding.

The big problems with Ink'n'Paint were the colored-lights problem and that Ink'n'Paint doesn't support translucency; to make helmet visors and spaceship canopies required some serious gymnastics involving Composite materials (and sometimes objects which were behind the transparent ones would render black, which required even more gymnastics to fix, mostly involving slightly smaller replicas of the objects using completely transparent Standard materials, which worked like the CeThru plugin; it took so much juggling to get it all working properly).

 

Without the tone map, models barely look toon-shaded in 2023; mostly only the inking indicates it. The shadows are very soft, without the hard edges I'm after.

 

Another problem I'm having is making things glow.

Spaceship engines, for example:

 

quinnredshift_3-1691679131494.png

 

MAX 2023 seems very resistant to producing this effect; it seems to require messing with environment settings, which is not what I want at all; I just want to say, "This material produces a bloom effect; it's this color, this bright, and it's this big relative to the surface it's on". Simple, simple, no fuss. I'm after a special effect, not a practical effect, if you take my meaning, but Arnold seems to want to do absolutely everything as practical effects, products of the environment, rather than allowing the user the ability to break the photo-realness of the image to produce something specific which may never exist in a "real" environment.

 

It would be the same if I was trying to make a lightsaber's blade; I see so many people asking how to do that when I do a Google search, and basically nobody succeeding. I could do it in MentalRay in five minutes, tops, but not in Arnold, apparently.

 

Using Lens Effects doesn't work because the glow stays the same size in pixels, not volume, so a distant object would have this huge-but-dim halo around it). And Lens Effects also can't be saved, do not transfer from scene to scene, so importing objects requires manually re-entering all of the effect's parameters every time.

 

I was able to do what I needed with the "Glow" map in MentalRay; that did exactly what I wanted, and the only problem with it was that the glow was not reproduced on reflective surfaces. I need something that works the same way.

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Message 19 of 26

lee_griggs
Autodesk
Autodesk

"It would be the same if I was trying to make a lightsaber's blade; I see so many people asking how to do that when I do a Google search, and basically nobody succeeding. I could do it in MentalRay in five minutes, tops, but not in Arnold, apparently."

 

There is literally a lightsaber example on the learning scenes page (using atmosphere_volume).

lee_griggs_0-1691734446016.png

It looks like your lights have area size, which is why you are getting a soft toon shading look. You need to use lights without an area size to get more of the hard toon look you are after. This literally says this on the front of the toon page.

lee_griggs_1-1691735058245.png

"I need control over the effect, a straightforward, no-nonsense, non-kludgey bloom function."

 

The lens effect imager literally has a bloom.

 

I would suggest that you familiarize yourself with the Arnold docs so that you can avoid these sorts of frustrations that you currently have with Arnold.

 

 

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 20 of 26

quinnredshift
Advocate
Advocate

>> There is literally a lightsaber example on the learning scenes page (using atmosphere_volume).

 

You mean the page with a bunch of pictures and no text meant to tell you what you're clicking on and no tutorials or explanations?

 

There is a reason I've been looking for tutorials that aren't on Autodesk's site; navigating their Help section is an exercise in frustration. It's very easy to get lost, and most of the tutorials I can find don't actually explain what I want to know, anyway.

 

I mean, for one thing, I was completely unaware that this page exists: https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_user_guide_ac_surface_shaders_ac_toon_html

If I type "Toon" into the Search bar, I get taken to this page: https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_for_3ds_max_ax_surface_maps_ax_toon_html And that page is completely unhelpful; there are no explanations of anything and hardly any links to click to find more information.

 

This is why I've been looking off-site. I don't know what you typed in to get to https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_user_guide_ac_surface_shaders_ac_toon_html but it's not obvious how to get there.

 

>> "I would suggest that you familiarize yourself with the Arnold docs so that you can avoid these sorts of frustrations that you currently have with Arnold."

 

And where would I even go looking?

I've tried to do my homework, but Autodesk isn't exactly being user-friendly, here; I honestly cannot navigate their Help section reliably.

 

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