infinite floor with mental ray

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Old 03 March 2013   #1
infinite floor with mental ray

any clean method on creating this effect in mental ray without having to post correct the image?
http://lesterbanks.com/2013/03/crea...ing-with-v-ray/
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Old 03 March 2013   #2
You can try a white background and a plane with background shader applied.
 
Old 03 March 2013   #3
Originally Posted by Panupat: You can try a white background and a plane with background shader applied.


The maya native background shader doesn't recieve FG rays and doesn't have a builtin AO.|

This method also requires retrieving the shadows from the alpha and applying them to the final image which makes it complicated and make it impossible to weak the final output in the render window.
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Last edited by royter : 03 March 2013 at 05:02 PM.
 
Old 03 March 2013   #4
That's why mental ray has a mip_matteshadow, it works like the use background and receive AO, shadows and reflections. To get the proper alpha, you need to connect a mib_colour_alpha to the background slot, with an alpha factor of 0 if I recall correctly (I can confirm you that in an hour as soon as I get home).

EDIT: sorry I didn't see that you don't want to composite it. Then I think you don't even have to get it from the alpha, just put a white color in the background slot, no?
 
Old 03 March 2013   #5
The process with mip_matteshadow is similar for this on 3dsmax
http://mentalraytips.blogspot.it/20...ct-renders.html
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Old 03 March 2013   #6
The problem with mip_matteshadow it just doesny work as it should, it always seems to be affected by the mia sun/sky or the IBL, causing some subtle gradients on the floor (somewhere near the boundry edge of the floor plane instead of having a pure solid color) making the limit between the plane boundry edge and the background color visible, and all i want is the contrary (no visible limit just and endless floor).
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Old 03 March 2013   #7
Try this. Maybe i'm wrong but it work for me.
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Old 03 March 2013   #8
Originally Posted by ytsejam1976: Try this. Maybe i'm wrong but it work for me.


Maybe I have been doing something wrong. Or may be its simply the FG rays causing the variation on the floor instead of a solid color like in the case of a high contrast IBL.
I will try your scenes and see.
thanks alot.
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Last edited by royter : 03 March 2013 at 02:10 PM.
 
Old 03 March 2013   #9
Originally Posted by chafouin: EDIT: sorry I didn't see that you don't want to composite it. Then I think you don't even have to get it from the alpha, just put a white color in the background slot, no?


I need to see the final effect in the render window so I can tweak things out in materials/lighting/geometry, dont like working in the dark.
yes but you still need fg an AO on the floor, its not just the shadow.
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Old 03 March 2013   #10
Why do you need AO at all when using FG? Especially as it sounds like you want it in areas of direct lighting.
 
Old 03 March 2013   #11
Originally Posted by Cheesestraws: Why do you need AO at all when using FG? Especially as it sounds like you want it in areas of direct lighting.


FG is never enough in Maya, you really have to seek AO to get those sharp/contact shadows.
I want FG for areas that do not receive direct light ( think of the floor beneath the table)
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Old 03 March 2013   #12
I've never really used it, but what about pre-compositing the render layers in maya? I know mental core can do it, but I think maya as well: http://www.youtube.com/watch?v=7mO6apOXCL0
 
Old 03 March 2013   #13
Originally Posted by chafouin: I've never really used it, but what about pre-compositing the render layers in maya? I know mental core can do it, but I think maya as well: http://www.youtube.com/watch?v=7mO6apOXCL0


it seems it can do the job, but it takes alot of hassle and trials compared to Vray.
thanks anyways.
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Old 03 March 2013   #14
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