View Full Version : Rendering
WhiteRabbitObj 01-23-2003, 12:19 AM Hey guys,
I am getting towards the rendering stages of my current character animation project. The problem is, the model is a Maya SubD surface and MentalRay does not work with Maya SubDs... does anyone have any suggestions on how I ought to render the project? I don't want to use the default renderer and I have access to pretty much any other program (though I'm not experienced with exporting out of Maya). Any suggestions and/or help on this matter would be much appreciated, thanks.
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Per-Anders
01-23-2003, 12:34 AM
can't maya convert subd's to nurbs or polys? (is it bad if it's a set of nurbs models?)
beaker
01-23-2003, 12:48 AM
What's wrong with using maya's renderer? Even beyond Subdivs, MR still only suppots about half of maya's features. So your probably going to run into more problems then just no subd support.
WhiteRabbitObj
01-23-2003, 12:53 AM
It can indeed convert to either nurbs or polys but there are difficulties in that. First of all, converting to polygons will necessitate a high amount of tessellation in the conversion in order to maintain the detail of the SubD, which makes the model quite heavy. Converting to nurbs makes my model into like 50 patches, which isn't necessarily a bad thing except that I have yet to work with nurbs patches (that is actually my next personal project). Both conversions create a lot of geometry to bind to the skeleton and as I am just learning to bind, this would prove especially difficult for me.
I am thinking that exporting to 3D Studio Max would be good, but I dont know how transformers/deformers/blendshapes and whatnot transfer over. Any further comments?
WhiteRabbitObj
01-23-2003, 12:57 AM
Eh, Maya's renderer is so crappy and requires extensive lighting to simulate anything realistic. It would be nice if there is any way to output to a renderer that supports Global Illumination and Radiosity.
Well, you could wait until Alias/wavefront releases a decent connection to Mental Ray or use a free Renderman compliant renderer like Aqsis (use Liquid to covert .ribs).
playmesumch00ns
01-23-2003, 04:33 AM
You could always take the opportunity to actually learn how to light a scene rather than just click "GI"...
WhiteRabbitObj
01-23-2003, 04:38 AM
Sarcasm I see. I know perfectly well how to light a scene, it's much easier to do with a GI renderer and use 1-3 lights as opposed to Maya renderer and use 20 or more for a complex scene.
I think however, I am just going to use Maya renderer for this project anyhow, because I don't have time to worry about the lighting as much as I'd like to and exporting and working with a new program would be troublesome.
There's always stuff to simulate GI quickly and easily, like pixho's GI_Joe script for maya, hooray! ;)
stickyblue
01-23-2003, 05:44 AM
Eh, Maya's renderer is so crappy
totally disagreed :)
There's always stuff to simulate GI quickly and easily
agreed :)
beaker
01-23-2003, 06:26 AM
>> Sarcasm I see. I know perfectly well how to light a scene, it's much easier to do with a GI renderer and use 1-3 lights as opposed to Maya renderer and use 20 or more for a complex scene.
What I don't understand is why you would want to use GI that takes 20-40 minutes a frame when you could spend a few hours lighting the scene and save days in rendering time. You want the easy out when rendering but you would spend hours trying to figure out how to move everything to another software package that you may or may not even know how to use.
WhiteRabbitObj
01-23-2003, 06:45 AM
Well I was askin advice on what to do ya know. The main reason I am going to use Maya to render is the inconvience of familiarizing myself with a new program in order to change renderers. 20-40 minute render times dont bother me tho, heh, I got the time =)
Heber
01-23-2003, 07:56 AM
Originally posted by WhiteRabbit.obj
20-40 minute render times dont bother me tho, heh, I got the time =)
Originally posted by WhiteRabbit.obj
I am just going to use Maya renderer for this project anyhow, because I don't have time
:surprised
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