View Full Version : fg+gi in a big scene.any workround?
mthemelis 11-07-2004, 11:24 PM i have a big scene with many trees (3d) and i want to render it with fg+gi.
In some views my pc uses all memory and stops rendering.
Will render to passes help me?
Is there something that i can use instead of fg which is very slow?
i read something about ambient occlusion and dirtmap shader.
is there a way to plug into a shader's color a texture and dirtmap?
thanks
mike
| |
Atwooki
11-07-2004, 11:40 PM
Hi mike
You probably would benefit from Dirtmap to improve your performance.
You can get it here:
http://www.impresszio.hu/szabolcs/MentalRay/DirtmapMayaFiles.htm
and Jeremy's 'toLight Shader Suite' might be useful too:
http://www.thereisnoluck.com/tolight_index.htm
BTW:rendering out a seperate pass from it would also be a good idea ;)
Atwooki
mthemelis
11-08-2004, 10:47 AM
thanks,
i saw in a tutorial that dirtmap occupies the color slot in a shader.
How am i going to benefit this powerful shader since i allready have a texture mapped as a color?
is there an explanatory tutorial somewhere?
mike
Atwooki
11-08-2004, 11:10 AM
Plug it into the diffuse attribute of your Maya Shader(incandescence slot will work also), or into the relevant diffusion slot of your MR Shader.
Atwooki
mthemelis
11-08-2004, 08:18 PM
Does dirtmap work on MR Stand alone too?
CGTalk Moderation
01-19-2006, 08:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.