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“Currently, many virtual reconstructions are limited because their level of realism cannot
be validated. The generated images may look realistic, but their accuracy is not
guaranteed since they have no physical basis in reality.” (Devlin et al 2001)
There is great potential, but also incredible danger in incorporating three dimensional
technologies into the study of archaeological sites. In particular this is most poignant in
areas where reconstructions factor as both a base for visualisation and as an analysis
for artefacts and structures that are no longer present. Constructing imagery using the
latest programs and techniques can be an incredibly powerful, persuasive tactic.
Therefore responsibility lies with the artist to make sure any modelling is deemed to be
as physically accurate in all areas of investigation as possible, “In order for the
archaeologists to benefit from computer-generated models and use them in a predictive
manner, they must accurately simulate all the physical evidence from the site being
reconstructed” [Devlin et al. 2001].
that, “In all image synthesis techniques, the fundamental step is computing the amount
and nature of the light from the three-dimensional environment that reaches the eye
from any given direction”.
Lighting was also essentially for past societies, with a clear physical example
visible in the Orkney Islands, where the site of Maeshowe is orientated to face the
south-west, allowing light to spill into the monument only at the heart of winter. It
relegates the rest of the year within to darkness beginning, “at the very point of
midwinter solstice” (Richards 1996: 202) and it has been suggested that it signals the
death of the old year and the ‘rebirth’ of a new year through illumination. Richards
(1996) clarifies that at its construction, Maeshowe would have represented the
landscape, fulfilling a role as a cultural and cosmological marker to its society.
Consequently, light defines more than what people saw, it lies at the very heart of
existence, influencing architecture and belief in a myriad of different ways, “Light in
architecture is a complex phenomenon which penetrates every day practices and
rituals” (Papadopoulos, C. & Sakellarakis, Y. 2010: 417).
In virtual imagery, this can be seen in the work of Gruber and Dobbins (2010),
who used a Maya script to generate virtual daylight in a model of the ‘House of the
drinking contest’ in Antioch. Speaking about their model, they note that the software
was vital in analysing light at the site and that the ability to apply realistic, physical
lighting based on global positioning would have many uses outside of their project
(Gruber & Dobbins 2010: 422). Critically, their success in re-contextualising a series of
mosaics using the technology allowed them to be viewed in a way they cannot be
traditionally. Importantly, they felt their inferences using the software were reliable.
This project will attempt to discuss just how reliable the Mental Ray rendering engine is
in producing an image that cannot just be trusted visually, but also reinforced physically
in its ability to generate light. Speaking about Mental Ray in 2007, Joep van der Steen
comments that it is not only an engine with enormous potential, but possibly the best
available at providing beautiful, trustworthy imagery. Consequently, whilst it may not
be as efficient as other commercial rendering engines such as VRay and Brazil, this
ability to provide realistic equations is why it is placed at the heart of this study. The
features it contains extend to providing accurate techniques for Global illumination,
Reflection/refraction, Ray-tracing, Area lights, Bounced Light and Direct Light.
This study will evaluate the stages taken to show exactly how much realism can
be attributed to Mental Ray, evaluating the positive and negative aspects of Mental Ray’s
light distribution.
Page |4
There are various ways that 3DS Max and Mental Ray can light a scene, from the basic
three point lighting system (http://www.mediacollege.com/lighting/three-point/), to
complex scenes with multiple levels of lights, both standard and photometric
(Physically accurate). However, where considerable study is compiled into structures
such as those at Çatalhöyük, dependent upon seasonal natural light, one of the most
important is the daylight system fashioned by the Mental Ray Sun and Sky package. To
use it within Mental Ray, all that is needed is to access the systems tab and create (Fig.
2). Once set, the Daylight system acts as a directional light source that exhibits crisp
shadows using the mrSun, to produce direct illumination, whilst the mrSky factors in
the many softer, diffuse shadows that provide the environmental bouncing of light. This
is formulated through the Final Gathering process that will be discussed later (Reinhart,
C, Breton, P.F, Landry, Marion 2008: 4).
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As opposed to the IES equivalent, the Mental Ray Sun and Sky is the most
physically accurate daylight generator and is therefore focused upon in this project. Van
der Steen (2007) justifies this by saying it holds superior options, due to its ability to
provide soft shadows, haze and allow for changing cycles, “I advise you to use this
mental ray Daylight system whenever you need to create an outdoor scene; it is far
better than the alternatives previously available inside 3ds Max.” (Van der Steen 2007)
and importantly, it includes ways of accurately providing light from any location in the
world.
There are different aspects to compiling a successful lighting model using the daylight
system in Mental Ray, the first of these is direct lighting. Direct light represents the
exposed area of surface that is illuminated directly by a lighting source, in this case is
the Mental Ray Sun, “Direct light is a pretty common term in the computer graphics
environment. Basically, it is light that is present in the scene in which all the light rays
Page |6
stop when they hit a surface—there is no bouncing of light occurring.” (Van der Steen
2007: 8). By highlighting the first areas of light, it provides useful visual information
about exactly where rays are falling and hitting surfaces. As shown below (Fig. 3), light
can be seen spilling into the room from its roof entrance, creating distinctive areas of
illumination comparable to those seen in the reference image.
To determine what the viewer should see, Mental Ray shoots light into the scene
until it comes into contact with an object. It is then passed through a shader that
describes how the material should look, before colouring the pixels for the resulting
image. (Van der Steen 2007:7). As shown in image (Fig. 3), when isolated, the Mental
Ray sun is very one dimensional, providing very intensive shadow and rays of light
without any soft shadow. This light simply represents the first stage of accurate
illumination as Mental Ray’s real power lies in indirect lighting.
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The sun on its own cannot create accurate light, there needs to be another dimension. In
real life, a huge aspect of lighting is comprised of indirect, environmental light. As light
radiates outwards, it hits various surfaces and fragments, being either absorbed or
reflected into the surrounding environment. How it bounces and how it returns from
the various surfaces it hits is down to numerous factors including translucency, density,
colour and texture. If a ray hits a smooth object it can be reflected in a corresponding
angle to the one that it arrived in, a mirror is a good example of this. This is called a
specular surface. In contrast, light can also hit rough surfaces and be scattered in a
series of different directions. These are called diffuse surfaces (Van der Steen 2007: 7).
Natural light is therefore comprised of both direct light (direct illumination) and
crucially, scattered, environmental light (indirect illumination). In Mental Ray an entire
element of the rendering engine is dedicated to this factor of lighting, highlighting its
importance. In any renders of Çatalhöyük, bounced light will hold a crucial role
importance due to its ability to recolour surfaces, highlight different areas of shadow
and create pockets of illumination. Understanding this aspect of light is essential and
when applied to Çatalhöyük could be used to understand structures and their uses. This
is shown by Papadopoulos and Sakellarakis (2010) in their assessment of natural and
flame lighting on the usage of a potential pottery workshop.
4.3 Shadows
With indirect illumination detailed shadow is created and in Mental Ray these are
achieved primarily using ray tracing. This casts rays to every light in the scene from the
point that is being rendered, and checks if the rays intersect any of the objects on its
way. If so, the point is excluded so that a shadow is generated. Obviously, based on the
materials and how light bounces throughout the environment different coloured and
weighted shadows are created, “Opaque objects create full shadows; transparent
objects create density and coloured shadows, based upon how much light travels
through the object material definition.” (Van der Steen 2007:8). Without environmental
light, the human eye would instantly spot unnatural differences in perception, due to its
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constant experience of such phenomena in real life. A good isolated example of this can
be seen below (Fig. 4), where environment light from the scene has been alienated to
highlight how bouncing light moves through the room, creating gradient like shadows
and areas of light fallout. This is drastically different to (Fig. 3) that is very crisp, with
areas of drastic light and dark contrast. The balance between these two natural
phenomena is further emphasized in (Fig. 5), where both elements have been combined.
There are two main ways Mental Ray can create environmental lighting, Final Gather
and Photon Mapping (Global Illumination). Both of these techniques generate bounced
light in different ways, presenting potentially different results and both can be used
independently of each other (Respective of the light setup) or be linked together.
Although both techniques may show differences, critically, “they are both 100% correct
physically. These differences are usually due to the shaders used inside the scene and
not the underlying algorithms” (Van de Steen 2007: 12).
Final gather is way of generating the indirect light that occurs in real life lighting by
firing light rays around a scene in a very similar way to how light bounces in reality,
with one fundamental difference, “The rays used for Final Gather do not originate from
light sources or a camera; they originate from the geometry itself.” (Van de Steen 2007:
12). This means that the Final Gather technique shoots rays into the environment and
then back to the light source to collect information and analyse shading. This
information is then compiled to decide how much light reaches the origins of the final
gather rays. It is then cross referenced with neighbouring points and averaged to create
smooth shading.
Within Final Gather there are a series of options that control the spread of
indirect illumination that are crucial to the rendering process. These are Rays, Point
Density, Interpolation and Bounces. To use an analogy, every final gather point
shoots an amount of rays back towards the light source like fingers from a hand and
logically, the more points that are shot, the more information that can be computed.
Point density controls how many points are within the scene and defining more FG
points will provide a greater spread, pushing the total amount of information that can
be collected up, and thus increasing the quality of the image. However, there is a drastic
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change on the render times and as visible in (Fig. 6) below, point density and the
amount of rays in a scene only really increase in the very highest settings of Mental Ray.
The interpolation works like a catchment area, looking for a certain amount of
points around the pixel in question and when it finds this amount of rays, it then
averages out the result and as before, the higher this setting, the greater accuracy in the
spread of toning across an image. A benefit to this setting in Final Gather is that it can be
increased without a real drastic difference in rendering times, as can be seen in the
graph below (Fig. 6). Taking in large interpolation settings will make sure that a blotchy
image (Fig. 10) is avoided, as small areas can result in pockets of drastically contrasting
pixels, making the image look uneven and noisy.
Bounced light affects how many diffuse reflections there are in the scene. It is
created when the Mental Ray Engine is told to refract light off of a surface, so that the
light carries on in the scene (Van der Steen 2007: 9) and as mentioned by Reinhart et al
in their study on the daylight system, bounced light is the single most important
attribute for accurate daylight simulation and, “For interior renderings, a Final Gather
Bounce of 4 to 7 is recommended.” (Reinhart, C, Breton, P.F, Landry, Marion 2008: 7).
There are drawbacks to using Final Gather. It can be too smooth, presenting
flickering in animation and it can also lack texture definition, but critically, it provides
accuracy in all levels of its use if used correctly.
Draft 0.1 50 30
(Fig. 6) – Table showing the breakdown between the Final Gather settings
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The images below show the difference between one bounce and five. On first
viewing, the difference is unnoticeable, however increasing the bounces creates more
softened shadows, that gravitate towards the corners and crevasses of the room. Getting
shadows to form correctly is something that is incredibly important in demonstrating a
life like image to the viewer. It is very difficult to look between these images and find
instant differences, however where the real quality can be shown from the high bounce
image is in the subtle gradient of the shadows, the build up of shadow is a lot cleaner.
The images below represent a higher point density than is seen above (Fig. 10) and have
greater contrast.
“Global illumination is a universal term for the description of a scene in which all aspects of light have been
considered as bounced, reflected, and refracted light. Rendering algorithms that calculate the way light
travels between surfaces of objects are called Global Illumination algorithms. The two most important Global
Illumination algorithms are raytracing and radiosity. Radiosity is used by the scanlinerenderer, whereas
mental ray uses ray-tracing.” (Van der Steen 2007: 7)
Photon mapping is the second Indirect Illumination technique that is used by the Mental
Ray renderer. Unlike Final Gather, it works in a very similar way to how light is bounced
in real life. Using the mrSun (Or any Photon emitter), it fires small particles, called
photons towards the room, where these are either absorbed or reflected. Photons track
energy and colour wavelength, so this technique of indirect illumination is able to bleed
colour onto other surfaces, “Photons in mental ray simulate the phenomena of real-
world photons. Photons are reflected by mirrors, refracted through glass, or scattered
by diffuse surfaces. The big advantage of photons is that they replicate what happens in
nature.” (Van der Steen 2007: 12). The Global Illumination that is achieved through
using photons is split into various sub-features in a similar way to Final Gather. The
most important of these include the amount of photons per sample (The look-up), the
sampling radius and crucially the amount of photons that are fired into the scene.
A larger amount of photons being emitted into the room will provide a greater
potential for information as there are more points to registering data from. These
photons are then collected within a radius that averages the amount of points set in the
max photons per sample setting. A 30 sample will there look for that amount within the
specified area size from itself and if there are more, it will retrieve the closest. Like with
Final Gather, if the radius is too small, or there are not enough photons to register a
consistent image, the results will appear blotchy (Fig. 13). It is therefore important that
all three of these key aspects are balanced so that the maximum amount of photons
entering the scene to fill it is combined with a decent sized sample to create a smooth
image in a radius that is not going to isolate areas of the image.
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As with final gather, there is no direct science to which settings are needed, each
scene will require the lighting settings to be tweaked. However there are guidelines to
how to approach photons. As credited to Mental Images themselves, to achieve a
successful image by increasing photons, the user must, “Shoot 4 times as many photons
in the scene from the light source, and then decrease the radius by a factor of 2.” By
doing this, you will keep roughly the same amount of photons in the sample, but the
potential for a smoother image is increased due to more surface detail. Consequently,
van der Steen takes this further, stating that actually, “We should have done the
following: divide the radius by 2, multiply the number of photons by 8, and multiply the
number on the lookup by 2; this is courtesy, again, of the people from mental images.”
(van der Steen 2007: 46).
When combining Photons with Final Gather, the first bounce is overlooked,
meaning that there is only need for one in the Final Gather settings. Photons will then
take over, and provide a rendered image that has, “both great light depth in the shadows
and soft tonal variations in the lighted areas” (van der Steen 2007: 12).
On top of the lighting mentioned above there are a number of other techniques that can
be used to further induce accurate light and provide depth to an image. One of the key
techniques for this is Ambient Occlusion. However, unlike Final Gather and Photon
lighting that is concerned with bounced light and multi-bounce transparency, Ambient
Occlusion is concerned at detailing the absence of light in order to develop a successful
shading method.
In the images below, the Ambient Occlusion shader has been used and whilst this
is not the only way to achieve such an outcome, it provides a nice balance to being able
to provide an added dimension to lighting that can be independently edited, “The output
can be used to modulate other render passes to achieve proper compositing in
postproduction (Figure 1.20).” (Van der Steen 2007: 14). The theory behind ambient
occlusion is that there is an ever present light source in the scene (Irrespective of our
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lighting system). The amount of shading is distinguished by how much of the geometry
is hidden, or blocked, “What happens internally is that the area above the point to be
shaded is sampled for blocking geometry. If any is found, the percentage of blockage
translates directly to an occlusion factor.” (Van der Steen 2007: 14). It therefore
calculates based on their visibility how much shading the pixels should get. To properly
achieve it using an ‘occlusion pass’ (Fig. 18), exposure and final gather need to be turned
off and the entirety of the objects in the scene are overwritten by a specific, mental ray
shader. On top of simply being used for shading, Occlusion can also be used on a
specular level, to develop a higher level of detail regarding reflections visibility.
Whilst in the images below it is difficult to instantly see what impact ambient
occlusion has to the image, in the corners and where objects sit in front of each other, or
occlude view, the difference is remarkable. In terms of credibility, Ambient Occlusion is
a tool that can be used to simulate an extra dimension to provide an image with depth,
however its use, particularly in post production is an aspect that needs to be stringently
modelled based on an understanding of natural lighting, a knowledge rapidly developed
through consistent work in virtual lighting. This technique in particular is an area that
can easily be carried away with, potentially justifying Barceló (2000: 28) in his
discussions about archaeological accuracy falling behind the desire to demonstrate new
techniques. Ultimately it should be a very subtle effect, requiring definite responsibility,
but when used correctly, it can provide a great deal to an image.
Within 3DS Max and Mental Ray there is a very realistic shader that can be
utilized to create these effects in a physically accurate form, “Fog, clouds, and saltwater
scatter the light that passes through them; in other words, they contribute to the light
transport. To simulate this effect, you need a Parti Volume shader. (Parti is an
abbreviation for participating.)” (Van Der Steen 2007: 81). This spreading is caused by
tiny Particles and in Mental Ray this shader can produce a number of different effects
and must be applied to the camera shaders in the rendering tab of the rendering
settings. The main components for the shader are mode, scatter colour and minimum
and maximum step. Mode effectively changes whether the particles affect the entire
scene or simply elements of it. As its base setting, 0 will fill the entire scene and 1 will
relegate the phenomena to only certain areas before asking for a height modifier to
determine where in the scene it occurs. Scatter colour is incredibly important, as it
determines how bright the image is. As a default it is set to around 50% white, which
renders an incredibly over exposed image (Fig. 24). To allow for anything near realism,
this setting needs to be reduced to around 0.08% white. Minimum and Maximum step
effect the sample size and it is useful to start big (around 4.0/4.0) and then slowly
decrease until you get a smooth image
(http://3dsmaxrendering.blogspot.com/2009/03/parti-volume-shader.html).
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The Parti Volume shader, like the Ambient Occlusion variant can be applied in
post production (Fig. 22) and I found that this was a very good way of using it. As can be
seen in the images below, when used with the original image, there was a fair amount of
issue with creating a clean output (Fig. 21). In comparison, by simply overwriting the
entire scene with a simple non reflecting black diffuse material, a very clean render pass
could be completed, highlighting not just the participating media itself, but also isolating
the phenomena and allowing a greater insight into its effect on the room.
(Fig. 21) - Natural Part Volume Pass (Fig. 22) - Separate Parti Volume Pass
(Fig. 28) - Analysis of light spill in the top-right corner. Left – Original Middle –Image 1 Right – Image 2
(Fig. 29) – Selection of the right hand wall. Left – Original Middle - Image 1
Right - Image 2
It is clear from looking at the observations that Mental Ray has produced an
incredibly realistic series of images. (Fig. 29) shows how seamlessly the
three images are and in particular when comparing the Photon based image
with the original, as well as correct shadows, there is also a very similar
texture to the render. The Ambient Occlusion has also brought out the
shading around the baskets and in the corners of the room successfully,
especially in image 1, where the light penetrates the area between the
baskets in exactly the same manner as the photograph, leaving accurate
arcs of shadow where they block the wall. If there is one criticism of the
Photon based render (Image 1) it is that the colour bleed is slightly off.
However that is a texture issue, not a light malfunction. The spilling of light
is identical in the renders, with the volumetric lighting provided the added (Fig. 30) – Top – Original
extra realism needed in representing the gentle haze (Fig. 30). The only real Middle- Image 1 Bottom-
difference between Image 1 & 2 is colour bleed and texture. If further work Image 2
could be completed to combine the mood of the Final Gather with the
texture of the Photons, the results could be stunningly accurate.
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(Fig. 31) – Above - Colour Corrected Photon/Final Gather Render Below - Original Image
To produce something that can be regarded as physically accurate as possible in all regards, the levels on
the image were colour corrected to provide a more correct result. Whilst this was completed in post
production, any future work using the Mental Ray engine to render will provide firsthand experience of
textures as opposed to a second hand archive. This will enable greater accuracy in their creation and
colour. If there was a drawback to this project it was that the model was created without the author
having any measurements, or experience of the site.
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6. Conclusion
A great deal was learnt by examining Mental Ray. In looking at the final output images, it
is clear that there is great potential in the rendering engine to deliver clean, reliable
imagery. When comparing the two final renders to the original, physically, the way the
light is falling is incredibly realistic. Furthermore, although each render has slight
differences, they both fulfil the claim by van der Steen (2007) that they are 100%
physically accurate (Figs. 26 & 27). This is remarkable considering the entire scenes
dependence upon a single light source. This trust can only be further extended with the
knowledge that the models geometry has been compiled from photographs and not
measurements.
This justification into the power of Mental Ray is incredibly important for work at
Çatalhöyük where a synthesis of virtual reality could present art and culture in its
original habitat, providing a new dimension to both research and viewer experience.
However, this is not just important from an aesthetical and luminary view, accuracy
becomes even more important when taking into account how light affects both
perception of space and crucially such cultural inferences as art, religion and the
domestic household at Çatalhöyük. It is hopeful that future work at the site will have as
successful an impact as the work in Antioch where contentment in their software
evolved to new understanding, “it may invoke a new and more accurate level of
comprehension of ancient environments” (Gruber & Dobbins 2010: 424)
To conclude, the author feels that Mental Ray has proved an immense amount in
this study. From its use of Final Gather to its Ambient Occlusion, the final images created
by the engine have shown a level of realism down to the smallest detail. Shadow and
light has been accurately represented and Mental Ray has been a resounding success in
laying the groundwork for exciting future work reconceptualising physical culture at
the site. In contemporary society it is easy to forget how involved light was in Neolithic
life, “However, it was not the case in ancient times” (Papadopoulos, C. & Sakellarakis, Y.
2010: 417) and it has not been the case on the part of the author.
Mental Ray offers a sublime ability to both balance photorealism with accuracy
and at Çatalhöyük with detailed observation and solid software, virtual reconstruction
P a g e | 24
can provide new understanding about how art and culture influenced life in one of the
oldest cities in the world (www.catalhoyuk.com).
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References
Barceló, J. A., 2000 “Visualizing What Might Be: An Introduction To Virtual Reality
Techniques In Archaeology” in, Virtual Reality in Archaeology, edited by Juan A.
Barceló, Maurizo Forte and Donald H. Sanders, BAR International Series, No. 843
Diego Gutierrez, Veronica Sundstedt, Fermin Gomez, Alan Chalmers, Modeling Light
Scattering for Cultural Heritage. ACM Journal on Computing and Cultural
Heritage, 1(2). ISSN 1556-4673, pp. 1–15. October 2008
Reinhart, C, Breton, P.F, Landry, Marion 2008 Daylight Simulation in 3DS Max 2009
Richards, C. 1996 “Monuments as Landscape: Creating the Centre of the World in Late
Neolithic Orkney” in, World Archaeology vol. 28(2) pp. 190-208
Ryan, Nick, 1996 “Computer based Visualisation of the past: Technical Realism and
Historical Credability”, in, Imagining the Past: Electronic Imaging and Computer
Graphics in Museums and Archaeology, Occasional Paper No.114, 1996. Pg. 95-108
www.christopher-
thomas.net/pages/free_tutorials/tut_ambient_occlusion_shader/ct_tut_mentalray_ambi
entocclusion_shader.htm - (Accessed 20/05/2010)
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http://www.lamrug.org/resources/doc/occlusion_tutorial.pdf - (Accessed
20/05/2010)
http://3dsmaxrendering.blogspot.com/2009/03/parti-volume-shader.html - (Accessed
24/05/2010)