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slipknot66
10-03-2007, 05:07 AM
Hello all, here is a test i did with the new mia_exposure photographic.Im really impressed with this new tonemapping shader.I also used some translucency to create the SSS look with the PFX vegetation.
http://img530.imageshack.us/img530/8374/pfxscenenw8.jpg (http://imageshack.us)
http://img530.imageshack.us/img530/8374/pfxscenenw8.d06ee8ff55.jpg (http://g.imageshack.us/g.php?h=530&i=pfxscenenw8.jpg)

Emil3d
10-03-2007, 05:50 AM
Looking really nice. Good job slipknot66:thumbsup:

avinashlobo
10-03-2007, 06:28 AM
Nice "test"! Heh. :thumbsup:

Is it my monitor or is the image too dark overall?

cpan
10-03-2007, 12:04 PM
nice job as always, Giorgio! :thumbsup:


--
on the vegetation, you're using the mia_material translucency or the one on the
usual lambert btw?

cheers, great job again!:d

MasterZap
10-03-2007, 12:30 PM
Aint it nice? ;)

Giorgio, I hope you noticed a corner of your bedroom scene all around the manual? ;)
Many thanks for that.

Although I threw in a stock chair from "Kinnarps".

/Z

slipknot66
10-03-2007, 05:07 PM
Thanks Emil3d, avinashlobo:thumbsup:
cpan, im using the mia_material translucency, as i think its faster.
Master Zap, yes i saw the room scene:thumbsup: Thank YOU very much for all the new shaders you created, and for all the information you give us about mental ray.
Here is a bigger version of the scene, this time using a stronger vignetting effect.

http://img530.imageshack.us/img530/2308/pfxscene1ix1.jpg (http://imageshack.us/)
http://img530.imageshack.us/img530/2308/pfxscene1ix1.73b4f36764.jpg (http://g.imageshack.us/g.php?h=530&i=pfxscene1ix1.jpg)

MasterZap
10-03-2007, 05:16 PM
Looks Great!

As I say to everyone*, Vignetting should always be at least 1.0.... when it's 1.0, the intensity of the image is relative to the cosine of the ray direction to the film plane, which physics dictate would be the minimum vignetting effect for a real-world camera.... (at least I cannot fathom how you would be able to get less without a massive amount of optical trickery)

/Z

(* = and the reason I say this is that vignetting defaults to 0.0 in max... not my call....)

DuttyFoot
10-03-2007, 06:08 PM
that looks sweet. i actually went to an autodesk event here in miami and they were showing this mental ray feature off.

tlggungor
10-03-2007, 08:40 PM
http://i5.photobucket.com/albums/y160/tolgahang/ozel9.jpg




Mental ray mia_exposure photographic test 1.. Is it possible to show how to make mia_material translucency ??? ..

My trees need a translucency :(

http://i5.photobucket.com/albums/y160/tolgahang/ozel3.jpg

T-R
10-03-2007, 09:23 PM
Looks great, love the colors!
I would think your mia material(just like maya's) needs to have some transparency
for the translucency to work. How are you guys making your grass?

DuttyFoot
10-04-2007, 01:45 AM
wow, thats a really nice render. i love the overall look and feel. are any of the trees paint fx trees.

Matadŏr
10-04-2007, 11:20 AM
Very nice images slipknot66 and tlggungor! :thumbsup:

slipknot66 i too would also like to know how you made that grass. Fur?
The second version is really great, and the translucency really brings those plants to life.
Well made.

Zé Pedro

cpan
10-04-2007, 04:31 PM
aye, spit out your grass secret eheh:P

regarding grass, heres THE MOST impressive grass scene!
impressive is a small word though:D
guess who did this one too eh eh!
http://img142.imageshack.us/img142/5197/newexterior2kg.jpg
http://forums.cgsociety.org/showthread.php?f=87&t=335845 (http://%5burl=%22http//forums.cgsociety.org/showthread.php?f=87&t=335845%22)

tlggungor
10-04-2007, 05:54 PM
Thanks Emil3d, avinashlobo:thumbsup:
cpan, im using the mia_material translucency, as i think its faster.
Master Zap, yes i saw the room scene:thumbsup: Thank YOU very much for all the new shaders you created, and for all the information you give us about mental ray.
Here is a bigger version of the scene, this time using a stronger vignetting effect.


http://img530.imageshack.us/img530/2308/pfxscene1ix1.73b4f36764.jpg (http://g.imageshack.us/g.php?h=530&i=pfxscene1ix1.jpg)


Can u explain Translucence map networks ?????????

slipknot66
10-04-2007, 06:09 PM
Thanks T-R, DuttyFoot, Matador.
cpan:thumbsup: , thats old stuff, that render was done with Maya 6.5 mental ray 3.4..hehehe
The grass is just the grass fur preset, i just changed a few colors and some other settings, theres nothing special.
For the translucency effect, i used this mia_material_x settings:
Reflectivity 0.01
Transparency 0.250
Advanced Refraction Thin Walled
Translucency Weight 0.850
Chose the color you want for translucency, you can also plug an image map there, but i like to use only the color.

pow
10-05-2007, 08:28 AM
Hi ,
impressive grass !!

btw , which value of gamma do u use for the mia_exposure_photographic ?

dagon1978
10-05-2007, 08:39 AM
yeah, great works slipknot66 and tlggungor :buttrock:

maybe mental image can start to update his old viz gallery? ;)

MasterZap
10-05-2007, 08:48 AM
maybe mental image can start to update his old viz gallery? ;)

Good point, that stuff is getting a bit ancient.... *blush*

/Z

slipknot66
10-05-2007, 03:56 PM
Thanks pow, dagon:thumbsup:

pow, the gamma was 2.2

LuisTelesforo
10-21-2007, 10:20 PM
Very nice slipknot66 the second with a stronger vignetting effect is quite amazing.
Parabéns pelo seu trabalho :thumbsup:

alexx
10-22-2007, 03:37 PM
one question about those shaders..

are they post effects? means: could the results be achieved in a post application or do you use rendering information that gets lost after the image is saved?

anyway: the examples in the manuals look really nice :)

cheers

alex

kostaz
10-23-2007, 10:06 AM
do you use photographic exposure as you would mia_exposure_simple? That is, connect it to the miLensShader slot of the camera, and to the miSkyExposure slot of the physical sky?

I'm getting almost totally black image with default values. Have to decrease F number to very low values to get something decent, but image lacks contrast & saturation. I'm using linear workflow, all textures de-gamma'd.

Can someone please demonstrate proper use of the photographic tonemapper with physical sun & sky ?

djx
10-23-2007, 11:43 AM
There are many places you can brighten things up. I would suggest changing the mia_physicalsky rgb_unit_conversion...

From the manual
[If you] set rgb_unit_conversion to 0.318 0.318 0.318, then the final rendered pixels are true photometric luminance values in candela per square meter...These true luminance values then fit perfectly as input to the photographic tone mapper.


-- David

kostaz
10-23-2007, 11:45 PM
thank you djx, that worked nicely for overall scene brightness. Image is still lacking contrast though... I'm plugging a contrast node between tonemapper and cam. I'm sure I'm missing something here...

Slipknot, I (and I assume many others) would greatly appreciate some more elaborate info on the tonemapper settings for that image. There is really very little info around on this at the moment, and the manual just covers the basics...

thanks

djpitha
10-24-2007, 10:33 AM
how to use mia exposure utility .
do i apply straight into camera or lights????

slipknot66
10-24-2007, 06:04 PM
KPam, after creating the mia_exposure_photgraphic, put 1000 instead of the deafult value 1, in the Cm 2 Factor.Then you dont need to change any value under the mia_physicalsky rgb_unit_conversion.
djpitha, after you create the physical sun/sky, open the attribute editor for your camera go to the mental ray tab--lens Shader, click with the right mouse button and chose break connection, then you can plug the mia_exposure_photographic there instead of the mia_exposure_simple.

djx
10-25-2007, 02:13 AM
I wrote a small modification to one of the render settings mel script so that you can choose which tone mapper you want at the same time you create the sun/sky environment.

http://www.djx.com.au/blog/2007/10/16/choose-exposure/

wat2k
10-25-2007, 06:24 AM
Thank djx. Your blog is very useful.

MasterZap
10-25-2007, 07:15 AM
Thank djx. Your blog is very useful.

Indeed. I even blogged his blog on my blog, so we have this total bloggasm going on ;)

/Z

MasterZap
10-25-2007, 07:44 AM
*whoah, holy double post, batman!*

slipknot66
10-25-2007, 01:20 PM
I wrote a small modification to one of the render settings mel script so that you can choose which tone mapper you want at the same time you create the sun/sky environment.

http://www.djx.com.au/blog/2007/10/16/choose-exposure/

Oh thats cool, thanks djx:thumbsup:

iduna79
10-27-2007, 08:08 AM
First try with the exposure_photographic. And I allready like it. In fact, I really like every step towards reality :thumbsup:

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