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Old 10 October 2012   #16
Your probe rays are still super high. Is this a file you can share? Maybe mi file?
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Old 10 October 2012   #17
You can download scene here
No textures, but if you need them i can make JPGs and share.
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Old 10 October 2012   #18
Oops, Mental Core shaders, export an .mi file instead.

I can read that one outright. :-)
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Old 10 October 2012   #19
Added a blog post: http://elementalray.wordpress.com/2...-do-i-fix-that/

Sorry for possible typos, it's late. Will clean that up some over time.
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Old 10 October 2012   #20
This is very good article, as usual, thanks! Will make mi file tomorrow.
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Old 10 October 2012   #21
I'm not getting any huge render times or large count of probe rays, without the textures at least, but I think I know what might be slowing things down. You are using the core_blend_materials to blend multiple shaders together, which is fine, but you need to know, when you are blending shaders together with values that aren't 0 or 1, then both shaders need to be computed, and since both shaders have ambient occlusion enabled, that will likely be some of the high amount of probe rays. Do you need AO enabled for both shaders that are being layered?
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Old 10 October 2012   #22
Ah thanks for reminding me about that, need to add that to the blog post. I forgot about layering.

This is soon to change in mental ray 3.11 with the layering library Bart has talked about.
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Old 10 October 2012   #23
Yes, i know about issues with layering shaders, but i thought MR calculates both shaders any way, not only if values differ from 0 and 1.
Here is MI file

Quote: I'm not getting any huge render times or large count of probe rays, without the textures at least


Is it possible that wit textures probe rays will jump to high values? Majority of them are *.map files.
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Old 10 October 2012   #24
I wouldn't think textures would cause a jump in ray count unless the textures are used to control the ray counts (doesn't usually work, causes crashes when using a texture to control shader samples.)

mib_interpolate helps reduce the shaders being evaluated over again.
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Old 10 October 2012   #25
In this case the textures are making a difference, because you are using a texture to control the blend between 2 shaders.

The core_blend_materials is optimized to only calculate the materials that are necessary, like the mib_interpolate shader. So because there is no texture, the value going into the blend amount is black (0), which means it doesn't need to mix shaders and only 1 of the layered materials is calculated.
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Old 10 October 2012   #26
Textures for blending materials
I convert tiff files to jpeg to save download time.
If you need all textures from scene its possible, but will take some time.

Still not sure why cople of bottles rise time 10 times...
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Last edited by kiryha : 10 October 2012 at 09:02 AM.
 
Old 10 October 2012   #27
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