View Full Version : Mental Ray and Paint FX
charlJoubert 10-09-2007, 11:47 PM I've got this problem with rendering Hair... PaintFX hair specifically.
It comes out in about 30 seconds in Maya software. Pop it into polys and do a mental ray render and I didn't even get the render out in 30mins!
http://forums.cgsociety.org/showthread.php?f=86&t=547973 (http://forums.cgsociety.org/showthread.php?f=86&t=547973)
There's my main thread if anyone has any ideas what I'm doing wrong...
This picture is of my half hour render... the paint fx hair used VERY few tubes, something silly like 10 in total.
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Duncan
10-11-2007, 09:07 PM
If you have unlimited it would be better to use Maya Hair. (although Mental ray hair renders are still slower than the native pfx render)
At any rate pfx hair brushes were designed before the convert to poly feature and often have very high quality settings in terms of segments and such (this does not cause problems for the native pfx render). Thus you generally need to modify these brushes so they do not create too many polys when converted. Also a raytracer can have a hard time with very thin lines, so it can also help to make the hairs slightly thicker so you don't need super high aa settings.
First make the brushtype = mesh then make the sections = 3 (triangular tubes) and lower the brush segments as much as possible.
Duncan
jupiterjazz
10-12-2007, 12:41 AM
Try to render with 3Delight for Maya, it handles automatically Maya hair, no need to convert pfx to polys.
Render times will be probably of 1 or 2 orders of magnitude faster (10 to 100 times faster) than mr and you will get real curves with beutiful anti-aliasing.
I just finished consulting a fullcg production cartoon with such a pipeline and it worked like a charm.
p
bazuka
10-12-2007, 07:38 AM
yo Paolo did u try 3delight? :)
cheers
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