VRay-like interior renders with mental ray???


#1901

Please clutter some more :wink:
I’m curious on your approach on color-bleeding, your latest
tests from your blog are stunning as usual but how do you control
orange-tinted floors from bleeding too much on white surfaces?

Like in this example: http://jeffpatton.net/Blog-images/Exp_photometric.jpg

I’m working on an interior with your typical wooden oak-flooring and I’m
currently in orange-ceiling hell :frowning: I know that’s what should happen in real life
but what if I want to keep my white surfaces bright and clean?

My current setup is physical sun&sky + all mia_materials (A&D in the world of 3dsmax)

Regards

//NIC


#1902

A simple white-balance towards blue could do the trick perhaps?


#1903

Well in that example you linked to I didn’t do anything, but that wood bitmap wasn’t a deeply saturated color.

An easy to way to control/modify the color bleed with saturated colors and Final Gather is to use a ray switcher. There’s a few included in the new production shader collection. I’ve attached a test showing the differences that can be had by using a simple ray switcher.

NOTE: I describe this process for 3ds Max. I’m just starting to learn my way around Maya, so I’m afraid I can’t offer specific instructions for Maya at this time. :sad:


#1904

Nice one.
Another way is using the new AO mode color bleed.


#1905

Are you coming to the Maya side of the Force Jeff?..lol
Cool :slight_smile:


#1906

Here’s an example of how it could look like with a whitepoint shifted towards blue; its a tiny bit exaggerated however:

You could ultimately kill the effect by desaturating the blue tones now:

Of course that’s a bit dangerous if you have important blue hued elements in your scene, but it totally works for this particular case imho.


#1907

You guys are my heroes, I’ll experiment with
the different approaches thanx a bunch!

Edit: The whitepoint parameter seem to do the trick just fine, the first one with some postwork, second one from renderview:


#1908

very cool! render max or maya?
can show adjustment or scene?


#1909

hi everybody
this piece is only to appreciate all your efforts
since 2004 , i have to say you make the face of
Mentalray COOL, how ever MR itself is a ground
breaking engine .

no light no GI

of course the brightness could be more but it is
upon the day time and the feeling you want to
archive :smiley:

Comment are most welcome

 [[img]http://img265.imageshack.us/img265/5786/chaircq9.jpg[/img]](http://imageshack.us)

 
 [](http://imageshack.us)

#1910

This is the maya-forum so well, maya :wink:

Physical sun&sky for main lighting, 3 portal lights for them windows,
2 pointlights with ies-profiles.

Mia_photographic with a mib_blackbody connected to the whitepoint-
parameter to control bleed etc.

FG only, low settings something like:

150 rays, 0,2 density and 100 interpolation
diffuse bounces: 2
filter: 1

cheers

//NIC


#1911

hey jeff,floze, or anyone else with that scene. where can i grab it to look at the scene file for the exposure,sun/sky/light settings you guys used?


#1912

Using only one file created in Maya, textured with basic shaders of maya (5 blinn materials only), one camera using the same settings in both render engines (same DOF, shutter speed, angle of view…), a 48bit openEXR file was used for lighting (no other lights on set).
.
The Mentalray version was rendered first to get the time that will be used in Maxwell (setting values of mentalray to 512 on all render variables (final gather, caustics, global illumination…)
.
The Maxwell version was rendered setting the sampling value to 100 (this is the value that match the Mentalray rendering time in this Benchmark).


#1913

Hmm… seems CGSocity is shaky, can’t access your portfolio page, dension :frowning:

/Z


#1914

Maya 2008, MR, GI + FG, Sky, 1 area Light with Portal.

Tried everything: it happens with/without reflections, different objects, different materials, etc, etc …

Thanks


#1915

This could be the area-light bug found in 2008.
Try download the latest 2008 patch. Fixed my problems…


#1916

Hi everyone,
i’m also having some problems like those with Area lights (including Portal, FG, GI) in MR.
I didn’t know it was already identified as a bug… i searched but i couldn’t find it anywhere, where can i find that 2008 patch to fix it?

many thanks
Zé Pedro


#1917

http://www.alias.com/glb/eng/support/maya/updates/pages/maya_2008_patch_all.jsp

You have to login as subscription member and goto the maya page. Then you can open a new browser and paste the link…

The bug is listed under TechAlerts.

Cheers.


#1918

is this MR raytype in maya 08 or is there a work around?


#1919

Thanks guys for your comments

Maybe it’s all about that my scene is not well setup. Here’s what I have:

  • sky/sun, with the light casting raytrace shadows.
  • an area light, that has area shape active, with samples low 1 high 128, emitting photons. By the way, if I increase the energy of photons nothing happens. The area light is visible
    This area light is placed outside the windows, and is rotated same direction to the sun light.
  • a portal light connected to the area light, as a light shader and photon shader. Intensity multiplier to 10, visible an lookup for FG.
  • the floor, is a mia with a texture, glossy with 12 samples.

I don’t understand the flow of the photons. They come from the area light, from the portal light or from the sky?

Thanks


#1920

Cuni, you are mixing two different lighting setups when you use the physical sun/sky and area lights by the windows. That might be why you are getting mixed results. I’d stick with area lights by your windows emmitting photons and your sun as a spot light or distant light for direct sunlight. You should always know where your photons are coming from and what effect they are making. That is how you have the most control over your scene. For most interiors the Maya physical sun/sky is not your best choice. It does work great for exteriors though. You can achieve great renderings without using the physical sun/sky as a crutch.