anoon
06-12-2008, 10:03 PM
(This post is largely a duplicate of what I posted over at "The-Area" but I thought I'd try my luck here.)
I cannot seem to get decent blurry reflections no matter what I try. Looking through the help files on the subject of the Arch & Design materials, I can see that the Glossiness and Glossy Samples parameters are supposed to do what I want, but I’m not having much luck.
Details:
3dsmax 2008 64bit
Mental Ray
Arch & Design material
Sky portals
Sky light
No HDRI
Please refer to:
MR_Settings.ods (http://www.alan-noon.com/misc/MR_Experiment_016/MR_Settings.ods)
or
MR_Settings.xls (http://www.alan-noon.com/misc/MR_Experiment_016/MR_Settings.xls)
These are duplicate spreadsheets in Open Office and Excel format, containing the material settings for the metal material seen in the images linked within the docs.
Image 016d (http://www.alan-noon.com/misc/MR_Experiment_016/A_016d.jpg) is close, though a bit too smooth.
Image 016k (http://www.alan-noon.com/misc/MR_Experiment_016/A_016k.jpg) is pretty close, though too noisy.
I think I want to end up somewhere in between.
Perhaps I am screwing something up, but it seemed as if increasing the samples made the situation worse. For example:
016m (http://www.alan-noon.com/misc/MR_Experiment_016/A_016m.jpg) was rendered with Glossy Sampels set to 64. Lower samples seemed to look better. Also, render times were insane at 47+ minutes!!! (I work in games, so I am used to a frame rendering in 1/60 of a second. Is this normal? A 2 minute render is almost unbearable!)
I guess what I really want is a way to control the glossiness the same way I would do it in realtime: with a mask. White being shiny, black being not shiny, and grey being some degree of matte-ness inbetween.
Any suggestions?
I cannot seem to get decent blurry reflections no matter what I try. Looking through the help files on the subject of the Arch & Design materials, I can see that the Glossiness and Glossy Samples parameters are supposed to do what I want, but I’m not having much luck.
Details:
3dsmax 2008 64bit
Mental Ray
Arch & Design material
Sky portals
Sky light
No HDRI
Please refer to:
MR_Settings.ods (http://www.alan-noon.com/misc/MR_Experiment_016/MR_Settings.ods)
or
MR_Settings.xls (http://www.alan-noon.com/misc/MR_Experiment_016/MR_Settings.xls)
These are duplicate spreadsheets in Open Office and Excel format, containing the material settings for the metal material seen in the images linked within the docs.
Image 016d (http://www.alan-noon.com/misc/MR_Experiment_016/A_016d.jpg) is close, though a bit too smooth.
Image 016k (http://www.alan-noon.com/misc/MR_Experiment_016/A_016k.jpg) is pretty close, though too noisy.
I think I want to end up somewhere in between.
Perhaps I am screwing something up, but it seemed as if increasing the samples made the situation worse. For example:
016m (http://www.alan-noon.com/misc/MR_Experiment_016/A_016m.jpg) was rendered with Glossy Sampels set to 64. Lower samples seemed to look better. Also, render times were insane at 47+ minutes!!! (I work in games, so I am used to a frame rendering in 1/60 of a second. Is this normal? A 2 minute render is almost unbearable!)
I guess what I really want is a way to control the glossiness the same way I would do it in realtime: with a mask. White being shiny, black being not shiny, and grey being some degree of matte-ness inbetween.
Any suggestions?
