That does not sound like “make nice render-button” at all to me, I didn’t even get half of it, what do you mean by “mapped lightshot” for example? And you say that it renders fast coz “renders don’t need calculation”, well if you use IBL in conjunction with FG it sure does need to calculate lighting.
Do you care to share any example-images of this approach? I’m a bit curious
And to all you people that are having problems with portals, and don’t find any documentation on the subject, have you even read this thread?
I myself use portals pretty much in all my interior-projects and have done so for almost two years now, with no problems whatsoever.
There is a problem with Portal lights when using custom environment. It treats area light shape as if it were a spot light (see link below). Just wondering if the same is true for how you guys have been using them in your interior scenes? is light from outside the window (physical sky etc.) being incorrectly distributed in your interior?
Marcus great scene! But im having some problems getting it to render just like yours. I attached an image to the outside planes for light but this is what i get? What settings could be wrong? Did you change anything? This scene looks very dark and also render time was 1 minute?
Mental ray has been supported in Houdini going further back than just 2 versions. That render does say mp_pbr though, which would be one of two physically-based rendering modes in Mantra (Houdini’s renderer). So yes, maybe a bit out of place here.
i’m sorry for posting this pic here… i also saw renderings here coming from other renderers so i thought it’s maybe an inspiration or a way to show what’s possible with other solutions if you want to achieve vray like renderings but without vray…
so i apologize for posting this pice.
and yes it was micropolygon physicly based rendering - so indeed a pathtracing algorithm how it also exists within vray… i don’t want to fire up another discussion here but i really hope vray for maya will be released soon.
No problem, it really is good to see what other solutions we have available, although i don’t think i could spare that much time with my renders since i deal with animation and a slow computer. But i have to say i’ve been comparing some vray and mental ray renders from this thread and they are really similar, some even surpass vray quality. How is the control in Houdini’s Mental Ray like? Or is it similar to Maxwell? I guess i’ll have to do some research on it.
houdini’s mantra do have more flexibility and control than maxwell… so far i know, didn’t worked with maxwell for a long time now. Maybe there are more experienced users who can answer your question… what i can say is houdini’s node based system is very powerful, as i’m coming from maya, it’s not that hard for me to match up with houdini’s system, …maybe it is harder for 3dmax/maxwell users…
Visua Please share your settings for this render. You seem to be getting some very nice images with very low render times. Are you using HDRI or Portals?
[left]Hei Visua good image![/left]
[left]let me guess:
You did not use GI or FG computation, but you’ve only used the lights and AO, and perhaps a bit of ambient. Is it correct?[/left]
Hey guys, here is a test of mine. Can anyone tell me if it has a washed out look? I have been reading about gamma nodes and tonemapping for the last 12 hours and im not sure i understand it even still!
My FB is set to 1.0 default 16bit float (for some reason my PS dislikes EXR files and decides not to open them)
attached gamma nodes to all my textures set to .45
tonemapping = exposure_simple - pedestal 0, gain 0.8, knee 0.3, compression 1.0, gamma 2.2
Is there any big difference i should know about from the exposure_simple node and the photographic_simple node?
about thes images… render with mental ray with irradiance particles and importons, as i belive this methood is much better from the regular final gather.
in the first image (with the curtains and sculpture) the lights are photometric spots. i put those spots in the same way they should be in reality and pointed them to diffrent places on the scene. all thos spot are area lights with a very small rectangle. in addition again like reall world when photographers take picture of an interior for catalogue the use a spaciel light i think the call it skylight, so i put a area light with big rectangle and with little cold light color at the back of the camera more or less.
the second image lit bya regular mr sun and sky, but instead of skyportal i use a area light. im still not satisfied with this one. i think mr deal very good with artificial lights like area lights and spots but it is lacking somthing when dealing with daylight system - anyway still working to improve it.