VRay-like interior renders with mental ray???


#461

Good start Slip, got some stretching going on in tile floor (right side of shot). Also have a really wierd relfection of the table/chairs in the window. Just add in some better key lighting, the light spill from the window into the room (apparent on the ground) could be brighter IMO.


#462

Slipknot,

Do you have 2 layers of glass? Is that how you are getting the double reflections? I agree with BillSpradin about the key light, brighten that up and fix the stretched tile. Nice job.

Cheers,

Gary


#463

Hi guys;

I was wondering if anyone knows what color balance uses the mr_cie_d node in order to compute the color of each color temperature, 5500?, 3200?, anyone?


#464

As stated one page earlier: 6500K, also known as D65 or D6500.


#465

Oooops!, I didn´t read it…

But one more question, I think this node is pretty useless if color balance can´t be changed…, If I want to mixed filmed footage wth CG and my real-life one is balanced at 3200 kelvin, how could I use the cie_d node since it is balance at 6500 (wich is a bit too cool)?, can the balance be changed?, I hope yes.

Thank´s in advance.


#466

the andronikos scene with some materials test

ciau :scream:

mat


#467

nice image dagon!

Looks too perfect though. CG is the art of imperfection. I think the use of spec maps is a massively underused feature in 3D. Putting some fingerprints and smudges etc on some of the metal materials would be perfect.

The carpet/rug looks awesome though. Nice and “imperfect”

Love this thread!


#468

It’s looking very good Dagon, are you only using mi materials for your scene?

Also, when you mentioned earlier about creating 4 diffuse bounces in miDefault, where can I find miDefault? I’m probably missing something incredibly simple here, but I cannot seem to find those settings.

And thanks to everyone for contributing to this thread, I’ve learnt a lot from it.


#469

Hi dagon 1978…

we are still waiting your tutorial about lightning the scene!

Please dont forget that! :wink:

thanx


#470

thanx for your praises and suggestions :wink:
i agree that the CG is an art of imperfection :wink:

i’ve used only dgs and dgs_fresnal in my scene
for the mi def, go in the Quick Selection, write miDef* and Enter :wink:

ok ok, i think this is right for the next week :wink: (remember, in italian language)

ciau a tutti :scream:

mat


#471

Someone with the new Maya 6.5 should try that Teapot scene again, with FG multibounce!! I wish MR 3.4 was out for XSI :drool: .


#472

Doesn’t XSI 4.2 come with mr 3.4?


#473

3.3.x i think


#474

teapot with multibounces :wink:


#475

That looks pretty good! And the rendertime is really low.
What setting did you use for the light ?


#476

1 physical light at the window
raytrace shadows
samples 8-8 4-4 (or something like that)
i’ve posted this scene in this thread if i remeber, the light is never changed :wink:


#477

hmmm, I can’t see the teapot image… could you attach-it cuz i’ve tried with both firefox and internet explorer?


#478

Thanks Dagon, I’m trying out 2 diffuse bounces on one of my scenes now, and it’s looking good. The render time is pretty high, at least once I turn on the furniture, etc; but I’m sure if I play with it some more, I can lessen that time.

I’m also converting my textures to DGS, since it responds so much better to MR’s lighting.

So much to learn :slight_smile:

Edit : Here’s a test render using no GI, just FG with 1 diffuse bounce. It took about 15 minutes to render (± 5 minutes). The materials are horrible, since I haven’t adjusted them too much yet, but the lighting is promising. At least it’s much better than what I had before.


#479

An update to the above image. I now know how important it is to use mi materials when rendering with mental ray. In this image, most of it uses DGS, however, the extras (plants, books, etc) are still using plain ol’ maya blinn’s. If you look at the wall behind the books on the shelf, you can see the type of errors that will occur when mi materials are not used. I also had to adjust the plants in photoshop, as the green came out a neon color.

I have 3 lights in this scene. Two area lights covering the windows, one is physical to brighten up the areas near the window, and the other is cie_d ~7000 to add ambient. The third light is a directional light, using cie_d 5200.

100 diffuse bounces, 1 FG reflections (so only 1 diffuse bounce total, as Dagon mentioned earlier). 250 FG rays (0.5, 25)

It took about 11 hours to render a 1800x1080 image.

After a few, well many :), fixes to the materials, I’ll be much happier with the image.


#480

Woah … 11 hours??? To me it seems way too long especially when looking at the final result. Even for that resolution. What hardware do you use?