VRay-like interior renders with mental ray???


#2181

Are you using mentalray render passes/render buffers?

What’s your scale? are you using real units?


#2182

Hi Laminia. The glow problem is a known issue with mia and other shaders when used in certain combinations. Its caused by mentalray using the glow buffer for intermediate computations. I’ve noticed it happens when I mix two shaders using mib_color_mix, for example. I work around it by unchecking “export post process” in the render settings, but that means you get now glow at all. I would probably do the glow in your compositing app rather than the render.

– David


#2183

Ok, thanx David


#2184

hi.
I have put up my japanese room. feel free to download it and play with it. nothing special really.
japaneseRoom

I was facing four hours of rendertime. maybe someone gets it to look better in a shorter rendertime.

cheers

-marcus


#2185

Great:thumbsup:
Marcus, I promise I’ll give feedback and post result once I got more free time. I’ll try to find similar textures if not I’ll set the colors to similar values.

Laminia, I downloaded your scene too, I will give it a try and see if I can do something about the blooming.


#2186

I’m sorry. I have to really insist on how much I like the glow carrier through the scene! :blush:


:rolleyes:


#2187

there is a fact: every mental ray renders are darker than vray 's. I mean there is some black in all colors. I think it s due to default tone mapping because some people renders very nice images. Do you people, have any advices for that?
thx!


#2188

Well the way i think of it is that vray’s tonemapping gives you more a camera raw like result and mental ray’s tonemapper adds some contrast by processing the levels by default (at least in max it does with its mr photographic exposure control).

To add some more contrast with vray, just do it in photoshop (or with the curve/leveling/exposure options in the vray render buffer).
As for making your mr renders more bright, adjust the tonemapping (although i dont klnow how it is applied in maya) or yo could also do it in photoshop.


#2189

This is just a little test with the classroom…
All matte material with irradiance particles and photographic exposure…



#2190

Unfortunately, if you just post pretty pictures without any info whatsoever regarding your machine specs and//or settings//render times etc you might aswell… not.


#2191

Well the settings were not optimized for speed. It is a more burte-force approach to ip.
The settings up,

I am rendering on 3 Quadcore 16 gig blades (not sure specs).

Ip map generation took 2 hours 48 min.
After map generation render times are about 40 minutes.

Importon Density: 1.0
Importon Task Size: 64
Importon Trace Depth: 5

IP Rays: 2048
IP Passes: 5
IP Interpolate: Never (0)
IP Scale: 1

IP EnvRays: 2048
IP EnvScale: 1

It was really a test to use with mia_photographic_exposure. I am on Maya 2008(ext.2) with MentalRay 3.6.5.1 (standalone).

Exposure settings are:
Cm2 Factor: 10000
Whitepoint->cie_d->6500
Film Iso: 100
Camera Shutter: 25
F Number: 22
Vignetting: 1
Burn Highlights: 0.15
Crush Blacks: 0.75
Saturation: 1
Gamma: 1


#2192

nice one t7200! this is very “vray-like”
i think there is nothing to critique there, just keep up the good work and try with materials and textures, i think you can get a nice pic :wink:
and for the rendertimes, my short tutorial over IP is coming in the next few days on the LAMRUG forum :wink:

mat


#2193

the first responsable is the Lightcache (this is a very fast method but it tends to flatten the contrast, and many vray users use to lower the secondary diffuse multiplier for compensation), the other is the tonemapping


#2194

Thanks for sharing the info! :wavey:

On a side note… 2:45 Hours + 40 minutes actual rendering ?!? :eek:

Any improvements or optimizations since your last post?


#2195

for the rendertimes, my short tutorial over IP is coming in the next few days on the LAMRUG forum :wink:

Cool. I look forward to checking it out. I did try the same scene render again for speed with quality.

On a side note… 2:45 Hours + 40 minutes actual rendering ?!? :eek:

Any improvements or optimizations since your last post?

Speed version.

Only change here was changing importon density 1.0 to importon emitted to 100000 and IpRays and EnvRays to 512.

For this one IP map generation: 16 minutes and 33 seconds
rendertime: 12 minutes and 14 seconds.

And this one has the sun angle andjusted for a more sunset look.
Though I am getting some weird light bleeding around the window panels.


#2196

t7200, for the light bleeding you must use mray 3.7, this is solved


#2197

OK great!
We just upgraded our blades to 3.7.1.26 but we have to upgrade our licenses!
Autodesk can be kind of a hassle to deal with when it comes to the licensing of mental ray.

Thanks for the update!


#2198

Hey Dagon,
I checked out your tutorial you posted yesterday!
Nice job man!
Thanks for contributing to the community!

Link is here:
http://forum.lamrug.org/viewtopic.php?f=1&t=1608&p=7048&hilit=irradiance#p7048


#2199

:wink: hope you enjoy it
there will be more in the next few days/weeks :scream:


#2200

hi, this is my latest work i did with max mr. i used ip+im for gi. render time about an hour.