View Full Version : Dotted GI render style ?
Nicool 04-21-2004, 12:20 PM HYe,
How to get a dotted/hashed/low-res GI render using MR (which gives me a smoothed GI by default)? I want something like this attached image.
:beer: Thx
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anthonymcgrath
04-21-2004, 01:26 PM
rayDiffuse plugin on highend3d.com should help. You can set a sampling level on it. It just plugs into the colour swatch on your shader node If I remember rightly
Nicool
04-21-2004, 01:50 PM
Yeah I know RayDiffuse, and you are ture, it would help me in this task... But I need to know how to do this with MR
victor
04-21-2004, 05:59 PM
Set your Final gather rays to something like 10 or so, and set both min and max radius to 0.001.
You might also want to turn down your anti-aliasing to keep it from smoothing the grain. 0 min and max with triangle filter will basically turn off anti-aliasing, like in your image.
Vushvush
04-21-2004, 11:46 PM
lol, this has to be a new type of question.
How do I get low quality renders? :)
Nest we'll see something like "How do I get my geet to slide on the floor when my character walks instead of having the feet stay locked to they position!?"
:)
Emmortal1
04-22-2004, 01:58 AM
I don't really get why you'd bother trying to get this effect in a render when you can do it in post in about 5 seconds and have real time feedback instead of re-rendering over and over.
mental
04-22-2004, 03:50 AM
perhaps you can use the dirtmap shader with a low sample value.
Nicool
04-22-2004, 07:10 AM
@mental : Yeah, I'll have a look on it.
@Emmortal1 : How do you get it in postRendering !!!
@Vushvush : loOol
@victor : Thx for the method!
Jozvex
04-22-2004, 08:02 AM
If you really wanted to, you could do that with the Mental Ray Path material shader.
It computes brute force GI. With normal sampling settings of 0, 2 you'l get that dotted effect.
redfuzz
04-23-2004, 11:39 PM
dirtmap is a .mi shader written by an xsi user, works with mr for maya aswell. very similar to raydiffuse.
http://www.impresszio.hu/szabolcs/MentalRay/DirtmapMayaFiles.htm
redfuzz
04-23-2004, 11:43 PM
example
samples 64...low samples=more noise
Nicool
04-23-2004, 11:48 PM
Ok thx Jozvex and redfuzz ... Good stuffs!
But whatever the renderer I use... I can't get the effect I want easly dude ! I attached an image (don't remember where I found it) that shows exactly the render I want. I've modeled a simalar room (ethnic style) and I want to know how to simply light the scene like this. I know it does not exist, but I want to press on a button (Global Illumination or Final Gather, don't know which one) to light the room simlply. How to ?
Powell
04-23-2004, 11:57 PM
That image is just a simple FinalGather + GI setup. Just make a couple spot lights outside of the windows pointing in and make sure they are emitting Photons. Then just make sure that you have FG and GI enabled in the render options and hit render. If you want it to be more speckled, just turn down your # of photons and FG rays, however this will make the image buzz very badly if animated. If you plan to have it animated, then just bake out the lighing into texture maps.
Nicool
04-24-2004, 06:53 PM
Here is my first test from Powell explaination
lazzhar
04-24-2004, 10:35 PM
Tu m'intigues Nicool !!
Everybody is looking to the way to reduce the noisy look you're after ! but you're not like them :D
I bet you wont regret if you use Dirtmap in addition to your lighting, it's damn fast !
Good luck
alivegy
04-25-2004, 03:40 AM
just do it in a compositing program after you render by adding film grain. Shake does it really easily.
Nicool
04-28-2004, 12:35 PM
So thanks to your help (and aPhotoshop tweak)... Maybe still need help :scream:
http://ndhaussy.free.fr/porfolio/Room.jpg
mental
04-28-2004, 02:29 PM
Nicool, just remember that if this is for an animation then you will get two very different effects from using a filter in post and rendering the effect in 3D. the grain achieved using the filter will most likely fall apart when put in motion (if the grain is too large).
Nicool
04-28-2004, 03:09 PM
OK... but that is not for an animation. I have just leanred here that new solution of lighting do not replace the old way to light (which is a real work/art). Here not all go in my sense, for instance, I wanted to work on the shadows into the two doors... :lightbulb
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