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Dimis
09-02-2008, 07:23 PM
Hi everyone. I'm relatively new to 3D and "discovered" mental ray just a few days ago. The problem is that it somehow messes up whatever shadows are casted from a light, other than Skylight.

In case someone is inclined to help, here's what happens (I'm using 3Ds max 9):
I assign mental ray as the renderer. In the Renderer panel I select Mitchell and leave width and height to 4. Next to it, I set the minimum Samples per Pixel to 4 and the maximum to 16. Then I check Enable Final Gather on the Indirect Illumination panel and set Rays per FG Point to 40 (tried other values too). I didn't touch any other configurations.
My lights are a Skylight and a Target Direct (tried other lights too, but always along with the Skylight).

Now, what happens, is that I have a building (not more than 15000 polys) and I have used the ProBoolean on it to make openings for windows. I then covered these openings with planes and cylinders, applying my glass material on them (Raytrace material with Phong shading, NO trasparency).
And when I render, shadows go lunatic. There are parts of shadows missing, parts that are thicker than others, and in some occasions they even make the model itself transparent!
The results vary, depending on the point of view, so I've something new to laugh at every time I render.

As for the shadow configuration, I used all of my options, but it's no good.
The only thing I can think of is that it must somehow be the ProBoolean's fault, as no other building suffers from the sate symptoms. Then again, I've converted the mesh to an Editable Mesh, so no previous information should apply to it anymore.

I've totally burned my brain trying to figure this out, but since I'm no 3D expert, much less a mental ray one, I'm asking (begging if necessary :/) for your help.

mohanohi
09-03-2008, 05:02 AM
Any rendered sample?

Dimis
09-03-2008, 05:58 AM
Yes, certainly. Here's 3 renders of the scene, the last of which is a panoramic view.


http://img142.imageshack.us/img142/4926/badshadows01yo3.th.jpg (http://img142.imageshack.us/my.php?image=badshadows01yo3.jpg)
http://img142.imageshack.us/img142/7614/badshadows02mt7.th.jpg (http://img142.imageshack.us/my.php?image=badshadows02mt7.jpg)
http://img142.imageshack.us/img142/1612/badshadows03jd7.th.jpg (http://img142.imageshack.us/my.php?image=badshadows03jd7.jpg)

In the first pic, you can see the weird shadows that are cast on the elliptic building. The building that casts the shadows is made of several different (and separate, non-attached) pieces, but there are absolutely no gaps, and the glass material has no transparency.
In the second pic you see a close-up of the "problematic" building, where the shadows have gone nuts, some are halfway cut and some shouldn't be there at all.
In the third pic you can see the whole scene as it currently is.

The renderer and lighting configurations are as explained in the first post, the shadows are Ray-Traced, coming from a Free Direct light.

MikeBracken
09-04-2008, 02:25 AM
What are the materials on the building. Are they double sided ?


Regards,
Mike

Dimis
09-04-2008, 02:40 AM
Soon as I saw your post I checked the 2-Sided option for every material (save for the glass which already was). No good though, the problem persists.
As for other details, the brown concrete is a Composite, where the 1st material is a Standard Blinn with a diffuse and bump map and the 2nd material is an opacity mask with a black diffuse color, to add some variety.
Same goes for the metallic Window frame. Glass is a Raytrace material with Phong shading and no trasparency, just reflection, set to 30.

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