hey Dagon, ive tried for some minutes, maybe hours, to get registered there
and i am getting errors…
Some kind soul could download that for me, or for us?
Thanx in advance
hey Dagon, ive tried for some minutes, maybe hours, to get registered there
and i am getting errors…
Some kind soul could download that for me, or for us?
Thanx in advance
so i’ve read through the first 20 or so pages of this thread, and all i’ve really learned is that all of you are better than me, and i need maya 6.5/mental ray 3.4…
so if you don’t mind, here’s a scene i’m working on that i’d like some help with. the scene is modeled to scale (8 feet tall, 12 feet wide, lotsa feet long)
i/ve posted four images, the first one
3:50 minutes/sec for render, 250,000 photons, 512 accuracy, 128 radius, at 7 and a half million intensity. where are they you ask? i have no idea. it’s lit by a spotlight that’s far away, so i’m assuming it’s because of the realistic falloff that the photons aren’t appearing. to solve this and to get paralel rays like the sun, i tried a directional light, image 2
dirctional light, photon intensity of 10…same number and accuracy as the first but now much brighter, though the light is in the same position/orientation as in the first. assuming that a directional light has 0 falloff since it’s emitting from everywhere. so how do i get realistic sunlight and photon emission???
image 3 is a wire of my scene and 4 is an AO render so you can see the geometry of the scene a little better. help, please…thanks a lot, i can’t wait to benefit from all your vast knowledge and experience.
-loren
here’s the fourth image, not that important, just to show the scene a little better…
-loren
GRANDE Dagon, MAGNIFICO tutorial!
This is a quick test with 3d max 7 mr 3.3
The textures a little bit messy and there could be some more FG rays
but overall I think it looks just fine 

it looks very nice…you have to work on the shaders though 
what is your light setup? can u post some settings and render time pls 
keep up the good work!
p.s. the background picture is not sunny enough…
increase the number of photons or better use FG multibounce instead of them cuz the indirect lighting isn’t really great
keep it up:thumbsup:
here I have used 2 lights - one a photon emmitting spot (for the direct sun) and the other a MR area light for the diffuse.
Using a little participating media for the fog.
render time 30min on a dual 2.8 xeon.

Look very nice craggers 
oh though you can cleary see the dirtmap inn areas it shouldn’t be
what material did you use to get that translucent effect on the curtens?
I really needed to use the ctrl irradience plugin but I can’t get mentalray to accept the changes to the maya.rayrc file - boo.
The curtains are just a lambert with high some translucence and a little transp. (the huge number of photons burns right through them! heehee 
here’s a quick and dirty test of a magazine-type kitchen render.
i just did some quick modeling for the shelves and added some cylinders and spheres to block in for things that might exist inside the kitchen. the render was 20 minutes at 1024x768 on a 3GHz P4 w/ 1GB ram, samples at 2 and 2, mitchell filter, FG rays at .1 .5 and 1000 rays, GI at 169 accuracy, can’t remember the radius, can’t remember light settings except that it was a large spotlight casting photons, and then the environment was set to HSV 4.0.
it’s a little dark in places still, but there’s no interior lighting and i am still using the plain old gray lambert1.
adjusted the curves in photoshop and added a city scape in the windows and light bloom… yes, i definately over did it on the light bloom.
EDIT: whoops… forgot the pic.

hey nice render, a bit plain but for a start it’s really nice, it’s great to see artifact free Mr images at last, good stuff!
It looks good but the shadows are way to dark … your black point should not be pure black
at the risk of asking a stupid question, when you’ve got a scene like the ones above, how do you have glass in the windows, and still have the spotlight’s photons go through?..i couldn’t find anything in the render stats that sounded applicable…and when i tried to make one like that the photons just bounced off (unless you enable caustics, and that’s just foolish…) thanks, sorry, i know this is pretty basic, but i gotta learn somewhere, and i can’t get to the help files right now.
Maya 6.0
A little test - three lights… A maya spot for the sun - a point with area at the window for diffise - and a point with area at the door (out of shot to the right).
All lights emmitting 50000 photons each.
Fg set to 200rays about 20min @800*600 (the bump and soft ref on the floor kicked my compy’s ass)

Quite nice! Allthough the inner part of the window is burned way too much imho. Also the ceiling is very very bright. Where did you place the area light? Behind the window (backwards from viewer) or in front of it (in the room)?
The finalgather artifacts at the corners might be caused by an overbright environment (ibl?).
Try placing the area light farther away (seen from the viewer’s point of view), though you might have to increase the sampling level of it. And try using a lower decay rate (linear or even no decay) - if you’re using physical light, try lowering the exponent down to 1 (the exponent affects the physical light’s ‘direct illumination’ as well as the photons).
Floze - thanks for your help 
I agree that the window area is burned out… the trade of of moving the area light back is that I loose the bright area on the wall inside the window which I kindof like…
Didn’t use an IBL - no HDRI in the scene… -But at only 200fg rays I kindof expected artifacts.
Its not a physical light - but I might give that a go although to be honest I need to get on with other thingsas ever - procastinating is far too easy. 
anyway here’s one with some more population. (its a bare version of the shitty room i’m sitting in at the mo
)
Jpeg compression has made the artifacts worse (honest!)
