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View Full Version : MR:FG:Trace Depth Rollout Max. Bounces?


andrewjohn81
05-06-2005, 01:59 PM
This isn't mentioned in the help file.
Is that new in MR3.4?

It doesn't even make sense to me. Reflection and refraction already seem to encompase "bounce"

Does anyone know what that is?

cpan
05-06-2005, 02:08 PM
look here for this new Indirect Ilumination aproach

http://www.cgtalk.com/showthread.php?t=190232&page=28&pp=15

andrewjohn81
05-06-2005, 02:20 PM
I didn't really follow how the approach worked. No one seemed to say exactly what they were doing. Only that multibounce was active.
I also didn't notice any difference in time or quality in the two different renders.
Is this just another one of those things like the final gather filter. In most test the FG filter did nothing. But it did make the renders longer in most cases.

cpan
05-06-2005, 02:30 PM
first of all, i'm a maya user, but mray should be the same

fg secondary diffuse bounces is a better indirect illumination method, replacement for the GI. It's very similar to Vray's approach and produces a lot better quality, unlike GI which needed milions of photons to get a good without artifacts image.

This, basicaly is the reverse of GI, every point of your shaders emits rays through the scene (you control the number of bounces with FG reflect/refract depth) and gets back information about illumination, unlike photons wich often wouldn't get in corner places thus making a bad quality.

PS. use the FG Filter when FG artifacts appear (like when using textures)

~cpan

andrewjohn81
05-06-2005, 03:08 PM
that helps a bit, thank you.

PS. Maya has a better implimentation of Mental Ray. Max just skipped a few things. I'm mad because they didn't include the shinyU or shinyV attribute in the dgs shader. They also didn't include any of the other base shaders for MR. The lume shaders are nice though. The engine may be the same, but the interface is different and is lacking.

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