VRay-like interior renders with mental ray???


#1941

Hi Mat,

I have been reading this post for the last few hours and I must say it’s a lot to take in but it’s fantasic still to see how far things have come. I was just wondering if you could please give us an update as to when you book will be released and if there will be an english version as previously hinted at?

It would be great to see a thread of a final shot “breakdown” of utilities / nodes from mental ray you have used and how they are connected with the multiple bounces of FG when creating a scene, obviously a lot has progressed troughout this thread. I have just started studying the IES profiles for MR, do you still stand by your previous comment of using a point light and linking through the profile section so you can still achive multiple bounce FG rather than the using the photometric node?

Once again well done, very interested in your response.
-Domenick


#1942

any idea when will mental ray come with path tracing??
Something like Final gather + path tracing sounds cool bacause both photon + Final gather are biased
Hope atleast some biased+unbiased hybrid in the future with mray


#1943

It’s pretty much already there, in the form of the “exact ambient occlusion” feature. Turn that on (and turn up the occlusion radius to Really Big) and you’ll have basically “brute force path tracing” for the 1st bounce, and FG from there on.

Also, you have the “finalgather force” mode, which is non-interpolated FG, which practially is very similar to path tracing. In Maya you can enable it with a string option:

“finalgather mode” “force”

In Max 2009 you can enable it by setting your “interpolate over num fg points” spinner to 0.

Also, for an unbiased result set your finalgather filter to 0/None

/Z


#1944

Path tracing is supported in mental ray. Do some searching and you will find ways of enabling it. In Maya 2008 SP1 there is also a new global illumination technique called irradiance particles. Release notes says that it is in many cases superior to final gather/photon mapping. Not tested it myself yet, so I don’t really know much about it.


#1945

Thanks master zap! You really the master of mray
I’m using 3dmax08 here…so does that mean the so called exact AO is the one at the arch material?


#1946

Max 8!?

You are only 2001 versions behind!!! :scream:

/Z


#1947

lol
i mean max2008
sorry for the stupid mistake :banghead: :banghead:


#1948

master zap,

in my experience using the new AO method, it cannot sample the environment. for example when using physical sky, an exterior wall with a white material on the shadowed side of a building would not recieve any blue coloration from the sky when using exact AO, where as it would when using FG.

i assume that the sky is at a theoretically infinite distance, and so increasing the distance parameter of the AO, it will still never be able to sample the sky.

is this a limitation or am i using it improperly?

much thanks.


#1949

To my knowledge anytime a ray (FG, reflection, etc) stops before striking something, it can call the environment. Infinite is really just the bounds of your scene.

Not sure about Exact AO or why it wouldn’t call the environment color unless it’s not designed to do so.


#1950

You need to use it with FG, not instead of FG. But the FG can be of a low/draft quality (i.e. fast).

/Z


#1951

oh. thanks. i was always using it exclusively.


#1952

Hi all!

this is my FG multibounce test…
render 24 m 1920*1080

http://img410.imageshack.us/img410/6853/86571240dn2.jpg

what do u mean?


#1953

Nice one!!

Try to increase the samples for your shadows, to get rid of that little noise.


#1954

What’s all this talk I keep seeing about Maya 2008 P03? What is P03 exactly?

Thanks!


#1955

P03 is patch 3, Maya has patches released to clients for fixes that generally stop production. Eventually these patches and other fixes get rolled into SP1 (Service Pack 1)

For Maya this time there was P03, P04 (64-bit), and P05 and now SP1. Most people generally need SP1 only.


#1956

This is my take on the good ol´3DTotal Render Engine Challenge.
Rendertime 10 m 41 s on my new Mac Pro 2x3 ghz quad xeon :smiley:


#1957

Nice one Visua.

What sort of render settings did you use?


#1958

Thanx, nothing fancy really:
Physical sun & sky with portals at the windows, FG only, 2 diffuse bounces,
extremly low settings for the fg something like 20 rays if I recall correctly. The portals
did such a good job on the shadows so I didn’t really need much detail from the fg-calculation.

All mia_materials, mia_photographic_exposure with altered white-point.

Cheers

//NIC


#1959

Cheers Nic. Great image and render time.

I’ll have to give the scene a go.

Steve


#1960

hi visua nice work

u can share stand steel material please!