What did you use? path_material? 
VRay-like interior renders with mental ray???
air raytrace and ao is very fast… but i think mental ray 3.4 is fast too
i’m usign multiple diffuse bounces 
oh… and AO shader for some object 
ehehe nop 
is just a strong fg multibounce 
p.s.
for unbiased results, i hope an implementation of a progressive_path_material 
Very nice ![]()
You were able to come close to the AIR speed.
Now lets see if I can find some time to pump up the AIR settings and see how the lighting improves…
yeah… i like to see the air quality, i think that is an interesting rendering engine
i like very much this feature:
http://www.sitexgraphics.com/html/bakeair.html
ciau 
mat
hey dragon, could you attach your multibounce scene here? I’ve tried to obtain the same results as you but multibounces creates very strong noise, like photons do.
ok, i’m uploading my scene at my domain 
http://www.imodesti.com/mies_test/maxwellroom/dagon_white.rar
p.s.
dagon without r please

woops… I allways thought you’re nick is dragon1978 :eek:.
thanx for the scene, it really helps:thumbsup:
PS. what does the framebuffer gamma setting do?
i usually use rgba 32x4 ->> exr and postprocessing my rendering with gamma correction (in photoshop or hdrshop)
but in this test i’m using gamma correction in rendering to lighting better the interior… this is because mental ray haven’t a really tonemapping utility (ala vray > dark/bright multiplier)
Hey Dagon, i just rendered the scene, without change any settings and i get a very blured image.
Any clue what i did wrong? 
use the camera1 for rendering
this is the camera and i’ve forgot the output pysical_dof attached 
thanx dagon, finally had time to try multibounce seriously. Wow they are great man! I can start to forget those photons
yupi!
I`m not having problems with the decay anymore, that shadow raytrace depth did the job. thanx again.
for the interior renders i think multibounces is very very simple
and the quality also is great 
dagon, i ask you cuz you’re the best at multibounce, since you must have done a lot of tests with it, what’s the optimum number of bounces to get good quality/low render time?
today i’ve done some tests with 10, 25 and 50 and the rendertime seemed to grow a lot at 50 bounces but the quality wasn’t a lot better… what’s the number you use the most?
me is still looking forward for animation tests :bounce:
Or maybe I missed them…anyway…someone with more experience…how FG holds together in MR 3.4 for animation?
I am just a bit impatient 
Splin, if i had a better computer i’d do an FG animation, but I don’t have so…
- the FG in 3.4 doesn’t create artifacts anymore:thumbsup:
- with a low number of rays you get ‘photon-like noise’, but with 300 rays you get pretty clear results.
So i think mray 3.4 is much ‘flicker-free’ than 3.3 and also faster. But… until someone shows an animation test you can’t know… so… we still wait 
We have a renderfarm that I’d be happy to run some FG animation tests on if someone has a particular scene they’d like to see tested…
_Mike
today i’ve done some tests with 10, 25 and 50 and the rendertime seemed to grow a lot at 50 bounces but the quality wasn’t a lot better
multibounce is not related to quality. and NEVER put more than 2/3 bounces,
it is already wasteful enough. use photon mapping instead. and consider that
if you need so many bounces you have something wrong in your scene… (or
in your head, or maybe in both
)
/f