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Old 11-23-2011, 10:47 PM   #1
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David Fer Real
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Lightbulb Elemental Ray

Some of us have started a blog where we will post useful information related to mental ray and Maya.

http://elementalray.wordpress.com/

The blog will focus not only on the artist's needs but on some tips from developers as well.

This will provide you with easily understood concepts. The aim is to provide better understanding of rendering methods, tools, and actual studio practices. For now this will lean towards VFX work (since the thrust is Maya) but we hope it will be useful to everyone.

Any suggestions you have are welcome as well as ideas for concepts to cover or integrate into other topics.

This will also help centralize a few things since I find myself in and out of the forums here and elsewhere, now I can point to a single repository.


Motion Blur and DOF, 44 minutes a frame.

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Last edited by Bitter : 12-01-2011 at 04:47 AM.
 
Old 11-23-2011, 11:38 PM   #2
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That's great to gather all the informations that have been given on this forum for quite a while. Thank you bitter (and the others) for helping the mental ray community
 
Old 11-24-2011, 12:04 AM   #3
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Very nice, Bitter. And your (first) summary of linear lighting workflow is the best I've seen; I didn't know you could even view your images in linear colorspace inside Maya until now!

Perhaps you're not so bitter these days, after all? (smiles)
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Old 11-24-2011, 12:34 AM   #4
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I'm bitter for different reasons. Anyone else tried dating in LA?

Also posting some commercial examples of Unified Sampling rendering on the forum to lead up to even more examples and practical settings for Unified Sampling.

http://elementalray.wordpress.com/2...g-toyota-built/
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Old 11-24-2011, 09:27 AM   #5
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Thanks for sharing such informative stuff, Bitter!
Especially commercial examples with render time, always usefull.
Very well written.
Also i can`t imagine... what wrong with dating in LA?
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Old 11-24-2011, 03:53 PM   #6
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Nice!!!
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Old 11-24-2011, 09:42 PM   #7
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amazing blog Bitter, definitely a must-have bookmark
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Old 11-24-2011, 10:05 PM   #8
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Nice blog Bitter. I do something similarly, but to myself, I write down every research that I make.
 
Old 11-30-2011, 03:02 PM   #9
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We've added a section better explaining Unified Sampling for Artists. . .

As well as how to use Brute Force methods for better renders with Unified Sampling.

Unified Sampling Brute Force
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Old 11-30-2011, 03:07 PM   #10
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Awesome work and thanks much for putting this together and sharing all this info with community. It's a huge help and I'll be checking that blog out very often!

**Edit**

Just saw that new post on Unified and I can't wait to read through it! I've been looking for an in depth explanation of that algorithm and it looks like this is it!

-Justin
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Last edited by Redsand1080 : 11-30-2011 at 03:09 PM.
 
Old 11-30-2011, 03:17 PM   #11
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Amazing blog, very informative if you can add an article about linear workflow film vs TV will be very helpful
/Rachid
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Old 11-30-2011, 03:29 PM   #12
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I wonder why nobody ever mentions that Premultiply = off doesn't work with Unified Sampling @ render settings? Is there a reason for this?

Other than that great post, very very useful.
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Old 12-01-2011, 12:39 AM   #13
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Quote:
Originally Posted by m0z
I wonder why nobody ever mentions that Premultiply = off doesn't work with Unified Sampling @ render settings? Is there a reason for this?

Other than that great post, very very useful.


When rendering to a floating point output, you should always leave premultiply on. There is really no reason to every render anything unpremultiplied.
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Old 12-01-2011, 01:52 AM   #14
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@RedSand1080

If you want to learn more of the underpinnings of Unified Sampling, you can look at some of the papers by Alexander Keller and QMC image synthesis.

There are some additional nuances to these types of things like how they look at their neighboring samples/pixels and maximized minimum distance, etc. But naturally they will keep a lot of that close to their chest.
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Old 12-01-2011, 02:18 AM   #15
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Wow, does my brain now hurt from reading your blog! Very informative and hopefully useful as I cant wait to give it a try. You posted an example of where you changed your glossy samples from 16 to 1 and had pretty good results. This can also be done in lights, e.g, mental ray area light samples, correct? Where and what would be changed in the attributes, high samples, high samples limit, and/or low samples?

Thanks again for a very informative blog!
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