withego
02-09-2011, 06:19 PM
A few Maya 2011 and Mental Ray Iray pics derived from the main Maya scenes used for the “ULTIMATE MAYA AND MR ARCHVIZ GUIDE" tutorial as well as for the upcoming Gnomon Master Classes 2011, rendered with my old Quad workstation with 8 GB of RAM and a basic NVidia 8800 GT card as a contribution to the amazing "Forests in Maya Mental Ray" thread by eem.
http://forums.cgsociety.org/showthread.php?f=87&t=804892
Just to demonstrate that using Maya 2011 in conjunction to the MR 3.8 (IBL) Environment Lighting and (PR) Progressive Rendering String Options and the new (Iray) render engine algorithm, is possible to render millions of polys from the main Maya Render View in one "go" and without crashes...!
Please check the total number of polys from the screenshots enclosed... almost 30 millions!
Even if Iray at the moment I'm posting this thread has still many limitations, like for example the "Cutout Opacity" attribute of the MR mia_material, mia_material_x and mia_material_x_passes which is not recognized by Iray and which explains why the ivy leaves are rendered as planes without any alpha transparency...!
I really love the organic feeling displayed by the images, output by this physically correct render algorithm...!
Please don't get discouraged by the high render times, since that 10 hrs for a 2000X1500 px production quality 32 bit Open Exr output image, with a total of 30.000.000 polys for more than 1000 instances of a very thick grass patch of polys and 1000 Progressive Subsamples, for an average time of 33 sec for Subsample is quite an achievement...!
Considering that I also used the Mental Ray "physical_lens_dof" Lenses node, the CPU was working at the limit and the Ram usage was almost 100% as shown by the screenshots enclosed with this thread.
Please note that the first test took almost 20 hrs. but by interpolating the mia_materials_x glossy reflections and refrections and after various optimization iterations, I managed to reduce the rendering time by half...which is quite cool!
A brief note on the amazing "LayoutTools2011" plugin used to duplicate, layout, scale and align the Maya (Pfx) "Paint Effects" grass patches instances to the ground plane.:thumbsup:
In the first image the main light contribution is provided by an (HDR) (High-Dynamic Range) 32-bit image connected to a Mental Ray "mib_lookup_Spherical" environment shader, connected to a "multiplyDivide" utility node with all the "Input 2" values set to the default value (1).
The (IBL) "environment lighting scale" String Option value, is raised to the value (4).
The Mental Ray "physical_lens_dof" node with the default input value (0.1) set in the "Radius" field, is connected to the "Lens Shader" field since that the "mia_exposure_photographic" Lenses node was not used for the main "Tonemapping" process and the new "Color Management" controls enabled from the main "Render View" panel, was used instead.
Please note that the newer Mental Ray "mia_lens_bokeh" Lenses node, is still not supported by the Iray render algorithm...!
http://img97.imageshack.us/img97/4772/1800j.jpg
link to the high rez version:
http://img29.imageshack.us/img29/3006/76275286.jpg
In the second image the main light contribution is provided by the Mental Ray "mia_physicalsky" node, with the sky "Multiplier" value raised to the value (8) and the (IBL) "environment lighting scale" String Option value, raised to the value (8) as well.
Please note that only the Mental Ray "mia_physicalsky" node" is used to light the scene and that the Mental Ray "sunDirection" node, is set to hidden in the main "Outliner" panel.
The Mental Ray "physical_lens_dof" node with the default input value (0.1) set in the "Radius" field, is connected to the "Lens Shader" list since that the "Lens Shader" field is already connected to the Mental Ray "mia_exposure_photographic" Lenses node.
http://img831.imageshack.us/img831/2720/2800v.jpg
link to the high rez version:
http://img16.imageshack.us/img16/65/23462164.jpg
In the third image the main light contribution is provided by the Mental Ray "mia_physicalsky" node, with the sky "Multiplier" value raised to the value (8) and the (IBL) "environment lighting scale" String Option value, raised to the value (8) as well.
Please note that in this scene the Mental Ray "mia_physicalsky" node" is used to light the scene as well as the Mental Ray "sunDirection" node, which is set to visible in the main "Outliner" panel.
Please note the presence of lighting artifacts in the image when using the Mental Ray "mia_physicalsky" node with the "sunDirection" node set to visible, in conjunction to the (IBL) "environment lighting scale" String Option with values other than the default value (1).
Based on my tests decreasing the value in the (IBL) "environment lighting scale" String Option, the presence of this lighting artifacts reduces as well...!
http://img12.imageshack.us/img12/3724/3800k.jpg
link to the high rez version:
http://img265.imageshack.us/img265/7163/10728098.jpg
In the fourth image the main light contribution is provided by the Mental Ray "mia_physicalsky" node, with the sky "Multiplier" value raised to the value (8) and the (IBL) "environment lighting scale" String Option value decreased to the value (1).
Please note that in this scene the Mental Ray "mia_physicalsky" node" is used to light the scene as well as the Mental Ray "sunDirection" node, which is set to visible in the main "Outliner" panel.
Please note that the above mentioned lighting artifacts are almost disappeared from the image, since that I decreased the (IBL) "environment lighting scale" String Option value to the value (1).
Apart from the "warmer" color dominance, notice the stronger "DOF" Depth of Field effect in the image, since that I increased the value in the "Radius" field of the Mental Ray "physical_lens_dof" node to the value (1), which causes the render time to increase as well...!
http://img593.imageshack.us/img593/3385/5800.jpg
link to the high rez version:
http://img97.imageshack.us/img97/7681/66611465.jpg
http://img140.imageshack.us/img140/7666/capture23800.jpg
link to the high rez version of the memory usage screenshot:
http://img534.imageshack.us/img534/1150/capture23n.jpg
http://img202.imageshack.us/img202/2368/capture30800.jpg
link to the high rez version of the render time screenshot:
http://img713.imageshack.us/img713/6673/capture30k.jpg
http://img96.imageshack.us/img96/9854/capture33800.jpg
link to the high rez version of the poly count screenshot:
http://img832.imageshack.us/img832/225/capture33b.jpg
http://img29.imageshack.us/img29/9803/capture34800.jpg
link to the high rez version of the increased "DOF", render time screenshot:
http://img196.imageshack.us/img196/7008/capture34.jpg
Hope it helps...!
Ciao.:wavey:
http://forums.cgsociety.org/showthread.php?f=87&t=804892
Just to demonstrate that using Maya 2011 in conjunction to the MR 3.8 (IBL) Environment Lighting and (PR) Progressive Rendering String Options and the new (Iray) render engine algorithm, is possible to render millions of polys from the main Maya Render View in one "go" and without crashes...!
Please check the total number of polys from the screenshots enclosed... almost 30 millions!
Even if Iray at the moment I'm posting this thread has still many limitations, like for example the "Cutout Opacity" attribute of the MR mia_material, mia_material_x and mia_material_x_passes which is not recognized by Iray and which explains why the ivy leaves are rendered as planes without any alpha transparency...!
I really love the organic feeling displayed by the images, output by this physically correct render algorithm...!
Please don't get discouraged by the high render times, since that 10 hrs for a 2000X1500 px production quality 32 bit Open Exr output image, with a total of 30.000.000 polys for more than 1000 instances of a very thick grass patch of polys and 1000 Progressive Subsamples, for an average time of 33 sec for Subsample is quite an achievement...!
Considering that I also used the Mental Ray "physical_lens_dof" Lenses node, the CPU was working at the limit and the Ram usage was almost 100% as shown by the screenshots enclosed with this thread.
Please note that the first test took almost 20 hrs. but by interpolating the mia_materials_x glossy reflections and refrections and after various optimization iterations, I managed to reduce the rendering time by half...which is quite cool!
A brief note on the amazing "LayoutTools2011" plugin used to duplicate, layout, scale and align the Maya (Pfx) "Paint Effects" grass patches instances to the ground plane.:thumbsup:
In the first image the main light contribution is provided by an (HDR) (High-Dynamic Range) 32-bit image connected to a Mental Ray "mib_lookup_Spherical" environment shader, connected to a "multiplyDivide" utility node with all the "Input 2" values set to the default value (1).
The (IBL) "environment lighting scale" String Option value, is raised to the value (4).
The Mental Ray "physical_lens_dof" node with the default input value (0.1) set in the "Radius" field, is connected to the "Lens Shader" field since that the "mia_exposure_photographic" Lenses node was not used for the main "Tonemapping" process and the new "Color Management" controls enabled from the main "Render View" panel, was used instead.
Please note that the newer Mental Ray "mia_lens_bokeh" Lenses node, is still not supported by the Iray render algorithm...!
http://img97.imageshack.us/img97/4772/1800j.jpg
link to the high rez version:
http://img29.imageshack.us/img29/3006/76275286.jpg
In the second image the main light contribution is provided by the Mental Ray "mia_physicalsky" node, with the sky "Multiplier" value raised to the value (8) and the (IBL) "environment lighting scale" String Option value, raised to the value (8) as well.
Please note that only the Mental Ray "mia_physicalsky" node" is used to light the scene and that the Mental Ray "sunDirection" node, is set to hidden in the main "Outliner" panel.
The Mental Ray "physical_lens_dof" node with the default input value (0.1) set in the "Radius" field, is connected to the "Lens Shader" list since that the "Lens Shader" field is already connected to the Mental Ray "mia_exposure_photographic" Lenses node.
http://img831.imageshack.us/img831/2720/2800v.jpg
link to the high rez version:
http://img16.imageshack.us/img16/65/23462164.jpg
In the third image the main light contribution is provided by the Mental Ray "mia_physicalsky" node, with the sky "Multiplier" value raised to the value (8) and the (IBL) "environment lighting scale" String Option value, raised to the value (8) as well.
Please note that in this scene the Mental Ray "mia_physicalsky" node" is used to light the scene as well as the Mental Ray "sunDirection" node, which is set to visible in the main "Outliner" panel.
Please note the presence of lighting artifacts in the image when using the Mental Ray "mia_physicalsky" node with the "sunDirection" node set to visible, in conjunction to the (IBL) "environment lighting scale" String Option with values other than the default value (1).
Based on my tests decreasing the value in the (IBL) "environment lighting scale" String Option, the presence of this lighting artifacts reduces as well...!
http://img12.imageshack.us/img12/3724/3800k.jpg
link to the high rez version:
http://img265.imageshack.us/img265/7163/10728098.jpg
In the fourth image the main light contribution is provided by the Mental Ray "mia_physicalsky" node, with the sky "Multiplier" value raised to the value (8) and the (IBL) "environment lighting scale" String Option value decreased to the value (1).
Please note that in this scene the Mental Ray "mia_physicalsky" node" is used to light the scene as well as the Mental Ray "sunDirection" node, which is set to visible in the main "Outliner" panel.
Please note that the above mentioned lighting artifacts are almost disappeared from the image, since that I decreased the (IBL) "environment lighting scale" String Option value to the value (1).
Apart from the "warmer" color dominance, notice the stronger "DOF" Depth of Field effect in the image, since that I increased the value in the "Radius" field of the Mental Ray "physical_lens_dof" node to the value (1), which causes the render time to increase as well...!
http://img593.imageshack.us/img593/3385/5800.jpg
link to the high rez version:
http://img97.imageshack.us/img97/7681/66611465.jpg
http://img140.imageshack.us/img140/7666/capture23800.jpg
link to the high rez version of the memory usage screenshot:
http://img534.imageshack.us/img534/1150/capture23n.jpg
http://img202.imageshack.us/img202/2368/capture30800.jpg
link to the high rez version of the render time screenshot:
http://img713.imageshack.us/img713/6673/capture30k.jpg
http://img96.imageshack.us/img96/9854/capture33800.jpg
link to the high rez version of the poly count screenshot:
http://img832.imageshack.us/img832/225/capture33b.jpg
http://img29.imageshack.us/img29/9803/capture34800.jpg
link to the high rez version of the increased "DOF", render time screenshot:
http://img196.imageshack.us/img196/7008/capture34.jpg
Hope it helps...!
Ciao.:wavey:
