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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?

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