VRay-like interior renders with mental ray???


#2001

A tad cleaner, and regarding the setup there is nothing special going on:
Physical sun/sky with portals outside the windows, photographic exposure with altered whitepoint to get some yellow tint into the room. FG only, 2 diffuse bounces if I recall correctly, high point density (2) to get rid of an annoying lightleak by the windows.

AA: -1/2 Mitchell (0,025).

Cheers

//NIC


#2002

Thanks a lot for the info Visua, I’ve never used such a low color contrast (for render times issues), but I guess it’s the only way to get those minute details in the window grooves and the metallic neon lamps.

By the way, did you setup the materials yourself? also, were there any issues you encountered while seting up the scene that you would like to share?..you know… MR always gives problem solving tasks.


#2003

Excellent work… I love that.


#2004

Nice results there Visua! :thumbsup:


#2005

is there somone who managed a daytime system with auto color/intensity environment using phys sky/sun for maya 2008?a script like that will be very time saver especialy for a sunset setting lighting or something like that…:slight_smile:


#2006

yes, final render has those settings which are very useful.


#2007

I feel I’m not understanding the question; isn’t this exactly what the physical sun/sky already does!?

/Z


#2008

Tuuhia, back in this thread there is a link to a daytime system by Yashu which you could use with some tweaking, of course…!
Ciau…!
Alex Sandri
http://www.samui3d.com


#2009

yep already try yashu’s script when i aws in 8.5…but how do you manage to get it work in 2008 i thought that the daytime script use the sun.dll who comes with the bonustool…and i can’t find a sun.dll for 2008 or maybe i miss something:curious:…

MasterZap…sorry if i was not clear…i’m looking for something like yashu did last year…well a daytime system with whom we can put "time of the day, month year…"like final render do,at least that it’s already in but can’t find
sorry i’m not good for explain…:blush:


#2010

Oooh, okay, get sun position from date/time/lat/long… gotcha.

Yes, that’s not there I’m afraid. You were talking about colors, which threw me off :wink:

/Z


#2011

is anyone else having bsp2 crash just buy turning it on?


#2012

i haven’t got any crash and i’m using it in many projects and tests
(oh yes, just 1 crash using IP, but it isn’t currently supported… so… it was my fault)

try this one , seems good, but i never tried it for now


#2013

is there any documentation on the irradience particals?


#2014

thanks for the link i’ll try…


#2015

Thanx, I’ve learned a lot from your blog for sure, keep up the great work!

But now I’m trying to lit the classroom-scene with gi+fg, having a hard time to get
enough photons under the window-sills (lightleaks). If I emit like 5 000 000 freakin photons some of them eventually finds their way under the windows, but then I have to punch up the accuracy to around 5000 to get rid of the blotches due to the high amount of photons. But, when I do that I get the lightleaks under the window-sills again, any thoughts on the subject? Catch 22…

It seems to work somewhat better with oldschool-lighting, one directional light and arealights at the windows, still I need a whole lot of photons. With sun & sky the problem is much more noticible.


#2016

hey gusy
my Test render
no GI no FG


#2017

correct me if im wrong, your using PSnS, if you are then your using FG.


#2018

[

](http://imageshack.us/)

i don’t know what PSnS is :smiley:

 this is might be my own technique the fact i have not see or read it any where (correct me if you saw)
 but the technique is 
 i use mia X shader all the time the fact it is one of its own   
 if you see objects around you you will notice that every object has reflection but different 
glossiness so therefor i do have reflection ON for all my object (for sure for those which 

they are efective on the image) and play around with glossiness.
to get rid of FG and Gi i turned on the Ambient occlusion with distance of (depend on scene scale) and Ambient Light Color to white
so you have a fresh look and use detail distance , in my case was ON but you can use with color bleed to reach to more realism
i hope that would help you !


#2019

Sorry sorry, PSnS is physical sun and sky. but i see your using the Occ with color bleed, i think for that to work correctly you do need FG. Atleast that makes sense in my head lol


#2020

Where can I find this class room scene that some of you guys are using? I want to do a test with the beta version of vRay for maya so we can compare…