VRay-like interior renders with mental ray???


#601

Yes, and here’s my point: You have to find a trade between exponent (decay) and burnt areas. (n.b.: decay means the distance a ‘light ray’ may travel until it is being fully absorbed)
That’s why a physical light would be handier because you are able to set the decay via a floating point scalar (which simply means a number that can be set quite accurately). In spite of a standard maya light, which is only able to decide between none, linear, quadratic and cubic.

I hope that’s not too confusing? :slight_smile:


#602

i like the mood of your renders
i think you have some aliasing problem in the overexposed areas, are u using 16/32bit in the framebuffer?
look at this thread
http://www.cgtalk.com/showthread.php?t=228917

ciau :scream:

mat


#603

thanks guys,

just for the sake of it - here is a pic of the room - blown out window and surrounding wall…
a bit messier and a longer lens (don’t have the luxury of a digicam with a 20mm!)

now, if I were to be filming this, the camera appeture would be oscilating as I moved around the scene - you know the score…
What would be interesting to learn, Can I animate the appeture value in the camera settings to simulate this change? Will it have the same effect as a physical appeture change? (I suspect that the appeture change is a util for controlling the DOF) is there another value to change perhaps the gamma? (I don’t want to mess with the light settings)… what would be even better would be a script that would change the exposure automatically to keep a constant light level… does this exist?


#604

I’d like to say thankyou to everybody especially floze and dagon. I’ve learnt so much from this thread, thankyou. Would you’s feel confident to say that all these settings are very sensitive. I’ve found you cannot rely on using the same settings for everyroom you make even if it had the same light source. The settings are very delicate and accurate to sizes of your room even if you have a room just a metre or 2 bigger?


#605

Hey,

fixed the artifact issues - got a little better result with the over exposed areas - thanks Floze and Dagon…

Anyone any thoughts about the dynamic camera exposure issue?


#606

That’s a nice improvement there Craggers.


#607

sorry, i’ve to go home now, make a search about the aperture_lens shader, it’s a great shader with physical dof and exposure control, like in the real cameras

ciau :wink:

mat


#608

It’s nothing special however i wanted to share my results, i built from scratch.


#609

my first interior render…thanks for all

Render time : 1 hours 20 minute 1280*1024

sorry for my terrible eng.


#610

and this is my first interior rendering,
it’s quiete wip so please be patient for the black outside of the bureau room.

     c&c are welcome
     
     maya 6.0 - gi + fg + ao 
     rendertime 17 hours because samples 1/3 - lanczos
     fg r: 1024
     1 spot on the outside
     1 point on the inside
   
     [http://img14.echo.cx/my.php?image=wip11fertig1024x7688le.jpg](http://img14.echo.cx/my.php?image=wip11fertig1024x7688le.jpg)

#611

Huh, not bad! But how does it come that it’s looking this jagged? 1/3 samples should be way enough to eliminate the aliasing…? What filter width did you use for the lanczos?
One thing I’d review is the exposure. A bit too overexposed in some areas imho.
Anyhow, good work so far! :thumbsup:


#612

hi floze, yeah it’s strangely overblown, but that’s what i want (ok a bit too strange) it’s heavily post producted by photoshop (grain and colours) but hey it’s currently wip (i will post a much better image at a later time) - i don’t know why the aa is such strange. lancosz (4,4)

ps: -tolga- – that’s amazing!


#613

Look into using the ctrl_iradiance shader to fine tune those over exposed hot areas.


#614

Hey Dagon,

could you please describe in detail how the settings of your architectural outdoor scene look like, if possible in any aspect concerning FG/GI like Render Globals, Shaders, Lights (how much photons), the scale of your scene and so on. It doesn´t have to be in the form of a tutorial, just facts.

The easiest way would be to post your scene (of course without textures or the much detailed models) so we can follow the whole idea behind it.

I would appreciate that very much!

p.s. needless to say that i am no professional, whether in 3d nor in english :wink:
p.p.s dagon, thanx for your posts on cgtalk


#615

Woah, can’t believe I missed this thread… Some fab interiors and info…

Nice results there Sorath, rendertimes are a bit crazy though… I usually budget less than 7 hours for rendering interiors at 3500x2000 or sometimes up to 4500x3000. Lots of compromises and PS though.I did recently complete an interior which did take 17hrs to render but there was a lot of polys and about 70 area light. Thing is, we have frequent power outages here so I was sweating it, that and any changes could have been disasterous. Luckily neither occured.

Tolga, nice work there. And Craggers, good progress on that image.

No have to go and read the whole thread!


#616

Again…İnterior render tests…


#617

Tolga your picture is very fine! like our Louvre here in France :wink:


#618

hi pixel
i think you mean the mies van der roe scene…
i’ve change many times the settings, because this is a test (i’m testing this scene in here http://www.treddi.com/forum/index.php?showtopic=3425)
but i can post the scene if u want, no problem for this, is a very simple setup…
i’m not using photons, just fg and multibounces, i think multibounces is a very good choice in interior scenes

http://www.imodesti.com/mies_test/mies_scene.rar

you have to download dgs_fresnel / reflection_utility / l_glass for some materials :wink:


#619

after reading this topic
i still got a question that i cant make sure(i am a noob) :shrug:
when using GI, light bounces and bcos of that , do i still need to add another light to my scene?
for example, i am doing a interior scene. I got one directional light(GI on) from outside… i still need to put one light inside??


#620

Tolga: Nice progress. The chandelier is very incandescent and a bit blown out. The ground texture where the grey areas are would really be nice with a marble texture or something; it’s a bit bland right now. For only one visible light source it’s extremely well illuminated, a bit too much in fact, it could be toned down just a tad.