VRay-like interior renders with mental ray???


#481

I made some fixes yesterday, and rerendered it. It still takes 7-8 hours to render 1800x1080. The FG took about 2 of those 8 hours. 250 FG rays, 1 diffuse bounce, and I used mental ray’s “production” default value for everything else.

Athlon 64 3200, 1.5GB


#482

Great, waiting to see the images. BTW you shouldn’t be using the production settings cause they aren’t rendertime-quality optimised at all.


#483

Thanks Yashu, I’m going to have to play around with the render settings and see what I can change.

Here’s last night’s render, it’s getting better since I’m able to fix more and more as I learn more about mental ray. It’s a very promising rendering engine, as long as you’re committed to learning it.


#484

I think most of you guys, proved that great “Vray like” interiors are possible to create with Mental Ray and even better. Here’s an alternative from me. Not the best render ever, I know. Some photoshop postproduction was done as well. Rendered with Turtle.
http://dankish.illuminative.org/gallery/global_illumination1.jpg
http://dankish.illuminative.org/gallery/gi_black.jpg

higher FG accuracy: http://dankish.illuminative.org/gallery/teapots2.jpg
without noise: http://dankish.illuminative.org/gallery/teapots3.jpg


#485

These Turtle images were pretty fast rendered, only the quality isn’t very good, but the time makes me like them :).


#486

I agree, Turtle is very quick. I was trying it yesterday on the same scene that I posted above, and although it rendered fairly fast, I wasn’t convinced by the quality of the GI. Then again, it took me awhile to figure out mental ray and get a decent image with that renderer.


#487

does anyone knows how the oversample_lens work? It has only one attribute and I don’t know exaclty how to set it :frowning:
Does that attribute sum to the global antialiasing settings?

thx


#488

In XSI, this shader set the antialiasing 's DGS or Path_material materials. It concern glossy aliasing (dgs), it affects not other material or general aliasing. I think it must be like that in Maya.

Naim


#489

that’s sad cause i thought I can do a per object sampling by pluging switch utility in the sampling attribute of the oversample_lens, and this would really save rendering times


#490

sorry for you
the better thing to do if you use dgs material is to set general aliasing to min0/max2 and to set oversampling higher( I set 10 to 20), so your render time would not take for ever and have really good result. I work like that.

Naim


#491

thanx for the tip, I’ll try using this for DGS


#492

Yashu, you’d better use per-object antialiasing which is well implemented in 6.5 now.

The oversampling_lens has been discussed in this thread some pages earlier. It has been developed for the path_material to support the special technique it uses (monte carlo GI).
Maybe I find the time later to explain this in detail with some examples…


#493

Oh yeah, finally managed to set per object samples in my good ol’ maya 6 :))
All you have to do is adding some dynamic attributes to miDefaultSettings and your shape.

check paulo berto’s link for details.

PS. If I have time I could modify the AEtemplate for the shape nodes, so you don’t have to add these manually.


#494

Oh yeah, finally managed to set per object samples in my good ol’ maya 6 :))
All you have to do is adding some dynamic attributes to miDefaultSettings and your shape.

check paulo berto’s link for details.

PS. If I have time I could modify the AEtemplate for the shape nodes, so you don’t have to add these manually.


#495

woops, sorry for double posting :eek: , how can I delete one of it?


#496

per-object AA doesn’t work properly in maya 6.5 :cry:
this is an italian thread of paolo berto, there is a bug in maya implementation :wip:

http://www.renderglobal.org/forum/showthread.php?t=6241


#497

Now i know why you, dagon1978 knows a lot about MR, you reading all Paolo Berto writes!

:wink:


#498

paolo berto:
"il problema e’ che il ‘min per-obj samples’ e’ passato anche come ‘max per-obj samples’.

se i tuoi object samples sono settati per esempio a (0, 1), in Maya saranno interpretati come (0, 0), mentre nello standalone (0, 1), cioe’ come dovrebbe essere."

the problem is that the “min per-obj samples” is passed to " max per-obj samples"

if your obj samples are (0,1), Maya use (0,0), instead the standalone use properly (0,1)

this is my translation, one more time sorry for my english :wink:


#499

:stuck_out_tongue: yeah, but… not only… :wink:

i’m waiting masterclasses :scream:


#500

Man, i am starting hard now on MR, and i still cant understand what this bug means,

Can you explain in more simple terms?

Thank you very much :wink: