VRay-like interior renders with mental ray???


#1861

Hi snowcat,

the first image is a straight render from your scene and for the second image I’ve turned on ‘use light shape’ and ‘visible’ flags.

The FG settings may need tweaking and there is some fine grain on some of the seats but some of the splotchiness has smoothed out and you’re getting better shadows to the right of the blackboard for example.

Cheers,

Steve


#1862

fine! show their own adjustment fg


#1863

Hey i would love your scene to run some tests =). Very nice work by the way.


#1864

good day to all. this forum is very informative.here is my take on the classroom scene.its far from perfect and i hope u can help me with this guys.i really much appreciate it.master zap thank u for making it a little easy to setup mental ray.i am having with this new material and portal lights.


#1865

2things ,more tweak on the lamps shader and that noise thing kill the image looks like a lowquality gif…still a great work:thumbsup:


#1866

yeah the lamp dont look good. ive change the reflections a bit. so heres another.thank u.MasterZap is there a way to minimize noise in gloss without going pass 32?thank u.


#1867

it.master zap thank u for making it a little easy to setup mental rayshow me these adjustment! The Shade were got much well!


#1868

you can use interpolation, i think there’s some good example on the mia doc :slight_smile:


#1869

thank u for the advise tuuhia.ive seen ur gallery man and i am really impressed.especially the one with treddi.com.if by any chance u could give me pointers in setting up a scene like that?ive also seen ur classroom scene too and it looks solid.good work.

snowcat: fg accuracy 100 point density 1 point interpolation 150.changed most of the gloss to 32 samples.i hoped that helps


#1870

Did someone notice that this thread is going on since 3 years :smiley: ? ,

isn’t time to make a point of the actual situation with mental ray 3.6 ?

i think it would be fun to outline the tecnical achievments, and how mental ray has changed over these years.

Cheers


#1871

hi everybody!

after little break I back to my kitchen and try to make nice render but no luck so far :slight_smile:
modeled in modo but as everybody know render in modo is weak so try to render in maya :wink:

second with GI off and FG on third with GI+FG
I seeing some potential :slight_smile:

but I don’t know what should I do to improve this render so I upload my scene+ textures so you guys can play with it and give me some advice or better tweaked scene :stuck_out_tongue:

sorry for splited files but i’ve got modem GPRS and send whole 3mb at once is painfull:( but somebody can make mirror with whole scene in one piece

ASCI scene maya 2008:

http://fileho.com/download/96082e866046/kitchen.part1.rar.html

http://fileho.com/download/bab67714853/kitchen.part2.rar.html

http://fileho.com/download/d33f9e355417/kitchen.part3.rar.html

http://fileho.com/download/61ad03304258/kitchen.part4.rar.html

http://fileho.com/download/a4e3ac112212/kitchen.part5.rar.html

and this scene can be good for testing, and something newer than classroom :stuck_out_tongue:

cheers!


#1872

thats nice render.id like to try out ur scene too.maybe we can share notes on how to make it better. anyway, ive tried something from evermotion to test out if i can get near vrays render.so far im not happy with it.need to test some more.thanks to master zap for his mentalray tips.it can really open ur mind.


#1873

raulabonitalla vbmenu_register(“postmenu_4825034”, true); max? maya ?

the scene are divided?


#1874

this is from digital tutors but m using portal lights and sun.ive been testing only using portal lights and sun because honestly idont know how to use anything else.much need in practice.so here goes another try.


#1875

Hi there:

I just wanted to ask something related to the “gamma” topic…

Does anybody know if procedural textures in MAYA (like ramps, fractals and so on) are in linear space?. I guess I need the gamma_correct node in every texture in MAYA (using tonemapper with 2.2 gamma), even with procedural textures.

But I need a clarification on this.

Any help is apreciated.


#1876

I suggest setting your tonemappers-gamma to 1.0 and use the gamma value in the mental ray render settings, under framebuffer and set this to 0.45. Then all your textures automatically get the right gamma value! No need for extra correction-nodes here.

Hope this helps


#1877

I’m not sure about that i’m afraid…

The gamma problem comes because every texture you create in photoshop or any other 2D program is wrong…, because you create it on a 2.2 gamma monitor.

To correct this you have to change the gamma, either with your method or with the tonemapper, it doesn’t matter.

My question is about using procedural textures…, we now know that file textures (created in PS or any other) are not correct, so Are procedural textures wrong too?.


#1878

Are procedural textures wrong too?
Anything it looks correct on your monitor is wrong for your renderer. so yes, if your procedurals does look what you want on your screen, they need to be un-gammed.

max


#1879

Err…, then we should start with what “look right” does mean…

For me, the important thing is if the textures are in linear space or not.

File textures are not in linear space so they need to be “linearize”…, but I don’t know if procedural textures are in linear space or not…


#1880

Surely all images produced natively in the applications will be linear, this includes procedurals in the 3D app and files painted in photoshop.
Non-linearised data will be introduced from digital photographs that have had a gamma curve applied to them.
I think Max means that your working monitor introduces a gamma difference between what you see and what the atual values of the procedural texture are. So if it looks right (on a 2.2 gamma monitor), it is pleasing and natural to your eye, but not necessarily linearised data that the renderer expects.
For the simplest example of the difference between what looks right and what is right paint a simple black/white gradient in photoshop. Obviously, this should be and is a linear distribution from 0-255. But to your eye on the gamma’ed monitor it looks non-linear (greater concentration of darks).
So I guess, if your image looks “right” or looks linear through your monitor, it most likely isn’t.