VRay-like interior renders with mental ray???


#621

boomer

it depends on your taste :wink:

the multibounce feature just simulates the indirect lighting… if you have an interior scene with light coming out from the window and still have lamps inside the room, you’ll obviously need to consider those lamps as lightsources too, so you will need to put lights inside them…


#622

Where did the english version of the treddi tutorial go?


#623

BillSpradlin ----- Thankss…


#624

nice pic but…
are you using GI and Secondary Diffuse Bounces in the same time?
if yes then SDB have no effect… you must disable GI in order to see SDB.


#625

I just try.Somebody tell me what is SDB.


#626

woops… Secondary Diffuse Bounces :slight_smile:


#627

what does it mean ooooooooooooopsss :slight_smile: :bounce: :scream:

.


#628

Secondary Diffuse Bounces are Diffuse bounces after the primary FG rays have been sent out in the hemisphere above the FG point. When a primary FG ray hits an object, its material dictates whether there will be specular, glossy, or diffuse reflections/refractions.
The FG trace depth can specify how many levels of reflection, refraction, diffuse (6.5/3.4) secondary rays may be spawned. There is also a sum count like in regular ray tracing.

When GI is on, the photons in the photon map will be used instead of secondary diffuse rays. If the rays were not turned off, there would be duplicate light contribution. So when GI is on, its like turning off the secondary diffuse switch. Instead, the indirect diffuse contribution, for the point where primary FG rays hit objects, will come from the photon map.


#629

Yeah. I strongly recommend going through Paolo Berto’s Advanced Final Gathering paper:

http://www.jupiter-jazz.com/wordpress/wp-content/data/tr4kv2/html/chapter1-FG.html

Cant link that often enough, it’s absolutely worth reading. It’s an easy to understand final gathering compendium. Just great.


#630

excellent resources…:.THANKSs…


#631

Thank you very much Dagon ! I hope i soon have time to study this :slight_smile:


#632

Hey Floze, this link you gave us (http://www.jupiter-jazz.com/wordpress/wp-content/data/tr4kv2/html/chapter1-FG.html), its just marvelous

thank you very much :smiley:


#633

Hehe, and another good news is: you can download the whole support files for Paolo’s masterclass (50MB) over here:


#634

Unfinished mr bathroom
mr 3.3 max 7


#635

What if i don hav lamp inside the room? like i only uses sunlight to light my room. i still need to put other light source inside ?


#636

actually, you don’t ‘need’ to put more lights inside if you have only the sun as the main light source (I assume you’re using the multibounce feature)… but lots of artists are used to enhance their scenes with some xtra lights/light-emitting objects (faking softboxes, bounce cards, or whatever)… so I can stil say that is just a matter of taste (or skills)… :slight_smile:

if you’re new to this kind of stuff, keep in mind that there’s no “specific rules” to light a scene… after all, we’re dealing with 3d, man! :slight_smile: we have countless possibilities to do a specific task… be creative.

hope it helps

cheers,


#637

well, normally you should make your lighing as it would be in real world (if you use indirect lighting, FG multibounce). So, if u want only a solar lighing, then create one light outside, but sometimes you will need extra lighing.


#638

Thanks both of u for helping
appreciate it very much!


#639

Maya 6.5 / mental ray / 1:14
Credits here to slipknot66 about the scene he posted some time ago. I learned a lot from it.
The idea came from a photograph in magazine (http://img63.echo.cx/img63/7008/bedroom17qe.jpg).
Rendertime: 1h:14min. The render before tuning took 5h:06min (FIVE HOURS. God bless BSP settings:) for about the same image. No big difference.
Forgot to mention my machine
AMD Athlon 1.4Ghz, 512MB RAM, GeForce3 crap :slight_smile:


#640

very nice scene, Dankish!

Would you mind to tell us more about the FG settings you’ve used? (specially about BSP tunning)

thanks!