Mental Ray skills test scenes


#23

Hey Emil3D,

thx for your comments. I am going to share the scene as a test scene, but I will first clean up a little bit and try to arrange it, so that everybody can open it. Give me one or two days.

Also I solved the reflection problem yesterday, and I think I am quite happy with the result, but i can post pictures at least tomorrow…

I made a layered texture with contrast node to control bump. Works quite nice :slight_smile:
In the refl_color there is a simple picture to control reflectivity of the tiles.

You can have a look on it when I post the scene.

So keep it up

Cu

Dominik


#24

Hey guys

I uploaded my scene as test scene at rapidshare:

LINK

Please understand that I removed the models (sofa and lamp) and replaced it with simple cubes.
You can freely add objects for your test renderings. Please do not use the scene for commercial projects ( I think you would not because its so! simple) :slight_smile:
If you post it anywhere else then here, please link my name to it.

Thanks and have fun

(I hope it works :-))

Greetz


#25

i have been playing around with 8.5 for sometime now and still feel like a complete noop on the sun/sky thingy. How do you control the photons comming off of the sunlight? i get this all the time and have to add area lights to throw photons around the room but i like the look of just the sunlight. i have opend and used all the same settings as you guys and it just wont work

here is my stuff to look at if you could help that would be great!


#26

…and an update…

I think the bump or reflection is a little bit too strong

what do you think?

Cheers

Dominik


#27

Hi,

do you take advantage of OpenExr format and your mia_exposure tonemapper ?

Have a look on that or post your settings of mia_exposure…

Greetz

Dominik


#28

thanks! i will check that out and post results.


#29

Hi
Im been wondering how you guys apply mia_materials… because mines are soo ugly that it’s better for me to use Maya materials.
So I did a interior scene (it might seems weird but I want to concentrate on the materials for now :stuck_out_tongue: ). Almost every materials are mia, except some (like the floor and walls) are maya’s.
So, I’ve seen in MrHoo scene the wood and metal are very very realistic, but when I try the Chrome or glossy metal material, it gives me something more like glass/mirror… even if I drag the reflectivity to like 0.2.
Im using the downloable mia presets pack and installing this pack, I’ve lost my initial mr “wood” and “metal” presets.
So could somone post up a mia_material for a normal “not vanished” wood and a normal metal (you know, like the legs of the table).

So, here’s my render… (notice, Im having trouble with lighting… again :stuck_out_tongue: )
Well, ok, the bump floor is ugly (since I don’t know how to apply bump to mia_m, I used a Blinn, btw MrHoo, can ya post the shading network of your ceramic floor if you dont minde of course)
I forgot to chagne the color of the right lamp pole,
the black table (right) should be glass, so I think I’ll change “Solid glass” to “thin glass”.
There seems to have some light issues where the wall and roof meets…
Tell me is there an influence on the render is the ‘inner’ and ‘outer’ walls have double-sided off ?
Anyway I appreciate your help guys :slight_smile:


#30

For now - I can only tell you for the ceramic floor tiles shader:
its in the downloadable scene i posted before.
So you can have a look on it freely :slight_smile:

About your other issues? Hm…
Your raytrace refl rays and fg rays are bumped up to 5 or so, I hope?

Dominik


#31

Well… I still have my old bug when opening downloaded scene, all mateirla are unknown and the render error “// Error: (Mayatomr.Shader) : mia_material14SG: no shader assigned in material”
still appear.
anyway, gotta try to figure out myself
thx for your help !

and yea my rays (raytrac and fg) are at 6.

the thing is that Ican’t make realistic materials… so hard


#32

Here is a test with MrHoo scene.
Area lights…FG (2 bounces)…GI
Some problems with one window… where the light intensity is too much, but its easy to resolve.
The idea of using area lights is to create some contact shadows(not only with occlusion), also to bring some more natural interior light.But we need to be careful with overexposed areas.


#33

Hi slipknot66:

Great one!! I always had fear of using area lights, because my results were noisy and slow…

But I like your result! In my scene there is one problem with the right window (if you look on your picture), because the window frame has a little space to the wall… My modelling mistake :frowning:

Could you upload the scene, that I can have a look into ?

CU

Dominik


#34

Hi slipknot66:

Great one!! I always had fear of using area lights, because my results were noisy and slow…

But I like your result! In my scene there is one problem with the right window (if you look on your picture), because the window frame has a little space to the wall… My modelling mistake :frowning:

Could you upload the scene, that I can have a look into ?

CU

Dominik

sorry - double post


#35

Where do you clean up the shadows in the sun/sky thingy. I have some majorly dirty shadows very grainy.PS Thanks MHoo for the advice eairly it helped tons!


#36

never mind found it!

thanks anyway…


#37

Play with your FG ray settings, and throw a shadow transparency on the glass table so the light goes through it and creates the proper shadowing.


#38

Go to Hypershade–Utilities–select the mia_physical sun node, go to samples… there you can start with a value of 16 that im sure you resolve your problem.
Nice interior.You could use some area lights there :slight_smile:


#39

MrHoo, i dont have access to the computer where i created your scene, as soon as i get to that computer i will post your scene back here.
Sorry for the delay answering you :slight_smile:


#40

Thanks SlipKnot66,

I found it pretty much right after i wrote that. Sometimes i get to dependent on these forums.

But now i do have a legit questions that i looked everywhere for but can not find anywhere. I am using IES for the Parabolics in that scene but anywhere i have glass it throws a huge burn out reflection of the point light that is used for the IES. Is there a way to turn lights reflections off?

I will post an example if needed?


#41

Hey guys, I’m glad to see nice test renderings and scenes being shared here. Thank you for your contribution. And sorry for the lack of reply on my side – I’ve been busy lately.

I’m also putting heavy test rendering activities on hold until I buy a faster computer, so that the play time is more fun and efficient. My current computer was due for replacement almost a year ago but I decided to get a new one after Maya has a version written for and tested on Vista with the latest hardware. I was able to afford this since I still do more 2D stuff but I’m gradually transitioning to 3D. Unfortunately Autodesk hasn’t listed yet qualified hardware for Maya 2008 but I expect them to do so soon. Once I get a faster machine I’ll resume my tests. Meanwhile I’ll enjoy your participation and contributions here. Keep the good job up :thumbsup: and post your test rendering and scenes.


#42

With interior scenes with light coming through windows from the physical sun & sky environment, I usually put the sunlight in the middle of the room, make sure that the light is not scaled, (to only display it larger, you can change its Locator Scale attribute in the Object Display section of the AE), let Mental ray calculates automatically the bounding box of the scene, and enable the automatic energy in the sun node. If the light is not facing the windows, I put a helper plane with its primary visibility turned off, outside the window in such position so that the photons shot from the sun direction bounce back into the room from the plane.

To be honest I’ve never been able to figure out how to control the focus of the photons with the bounding box values feature and that’s why I always use the default values of 0. Here is an example of the problem - I tried to visualize the bounding box effect with creating a dummy poly box without a shader parented to the light.

         [img]http://i111.photobucket.com/albums/n129/Emil3d/Photonboundingbox2.jpg[/img] 

in the image above, the sun light is emitting photons with automatic energy and the Photon_bbox max values are equal to the size of the dummy box that encompasses one of the rooms. Following the help documentation I would expect that the photons will mostly land in the room within the bounding box, but as you can see the photon map visualizer shows that’s not the case. I increased the min values of the bbox more than a few numbers but MR did not store any photons. It stored photons when I made min = max values which gave a result identical to the default 0 producing equal distribution of photons on all rooms as shown in the image below.

    [img]http://i111.photobucket.com/albums/n129/Emil3d/Photonboundingbox.jpg[/img]
    
   
      This is all what I can find in the help about it.

When photon_bbox_min and photon_bbox_max are left set to 0,0,0 the photon bounding box will be calculated automatically by the shader. If these are set, they define a bounding box in the coordinate system of the light within which photons are aimed. This can be used to “focus” GI photons on a particular area-of-interest. For example, if one has modelled a huge city as a backdrop, but is only rendering the interior of a room, mental ray will by default shoot photons over the entire city and maybe only a few will find their way into the room. With the photon_bbox_max and photon_bbox_min parameters one can focus the photon emission of the mia_physicalsun\ to only aim at the window in question, greatly speeding up and enhancing the quality of the interior rendering.
I’m not smart enough:scream: to figure out this MR “feature”, if someone understand how this works, please let me know.

Also I have no idea how to visualize or comprehend the difference of the min and max values after reading such explanation. In my imagination in the above example the min values when larger than 0 should cause a lack of photons (indirect light hole) in the middle of the room.

I had a chance to play with the portal light in Maya 2008 but not with its Emit Direct Photons feature enabled. However from the examples in the documentation it seems it works as a much better alternative to the Automatic Photon Energy options of the physical sun which is still available there and I’m not sure how and if it will work with a portal light.