Forests in maya mental ray.


#461

mitchell filter is better on still images because of it’s “sharpening” tendencies, the more “blurry” filters are better on animations.


#462

correctamundo!!!

we never use michell in animations here at where I work, and I think i was using gauss in my renders.
still no clue as to how to fix the flickering…


#463

I wouldn’t even recommend mitchell for all still renders. I also use a lot gauss 2x2 for stills. Sometimes Mitchell is ways too sharp. On some images this adds a lot of unnatural cg flavor (instead of “photoreal” style)


#464

Well yes grass is geometry, but I am talking of sampling spatial contrast (threshold), trust me, it keeps small details and thin lines from flickering in animation.


#465

Yes I trust you. Till the camera is facing the “grassy carpet”* from high so there’s no silhouette. When then it comes the outline, I think one have to deal with actual sampling.

  • (bad trad.)

#466

ya, Maxwell for Maya has an awesome customizable LOD pointcloud preview for instances and Realflow meshes. That post just made me think that you could use a distance dimension parented to the camera to control the LOD:

http://www.3eige.com/cgtalk/mxinstancelod.mov

Thanks for the idea


#467

ya, Maxwell for Maya has an awesome customizable LOD pointcloud preview for instances and Realflow meshes. That post just made me think that you could use a distance dimension parented to the camera to control the LOD:

Looks like you missed the topic title again, here.


#468

Heh, that’s a pretty cool vid though. There definitely needs to be some default feature like this for proxies in view-ports - it is a great idea.


#469

Hey, I also tried to produce some good forest.
Im still working on the landscape but ok so far.
There are 15,000 proxies totalling around 15,000,000,000 polys.
I’ve used 5 different Onxy Broadleaf Trees with 2 different leaf shaders for each tree type.

However, I’m pretty new to mip_binaryproxy so I was wondering if I can store more shading group information in the .mi file. When I set up the proxy mental ray uses the shading group/material of the low res proxy for rendering, so I’m bound to two proxies per tree type (wood material and leaf material).
Is there a way so I can use a single proxy for both (material)parts of my trees? This would also increase the maximum amount of trees in my scene.


#470

You must to combine the tree into only one mesh
take in mind the shaders order that maya assign to these new mesh
Create the mip_binaryproxy

Assign the 1st shader to the whole binary mesh as object
Assign the second shader to one face of the mesh
Assign the third shader to other face of the mesh
and so on.

now you have a mip_binaryproxy with more than one shader


#471

at last, Maya 2011 has phototropism for the PFX

here you can read something about it at the end of the page

http://www.motionmedia.com/blog/autodesk®-maya®-2011-announced/


#472

Maybe that came from Alessandro’s request to Duncan after Miss Van Der Rohe renders!


#473

It appears that link is now down…or my internet is acting up. I went to read about it and it says that post does not exist.

Phototropism conspiracy maybe?? :wink:

Too good to be true? :slight_smile:


#474

sorry to be bumping this after ages, but could some one compose tut or something to get a good leaf shader, still a newb in the shading sector and need some kind of advise around that area.


#475

I guess you haven’t read this whole thread? It’s talked about here.


#476

Leaf at sun is a request from Marlas yes. But we don’t know if before marlas come other request in this way.


#477

I know the spPaint3d script has been pretty popular in this thread and I’m curious if there’s a trick to make it work for 2011. Any ideas?

Also, I’ve played with the Leaf Face Sun phototropic attribute for paint effects and so far I like what I see, but I wonder what you guys think about it. I’m also wondering what the best way would be to drive the Sun Direction attribute using the rotation of a physical sun.


#478

First of all, I want to thank everyone in this thread for contributing, all the advice, and words of wisdom are much appreciated!

My question is ever so slightly off topic, but i figured if anyone knew the answer, one of you might…

With paint effects tree’s as the number of leaves grow, eventually, it seems maya hits a leaf limit per stroke, or tree, and the branches, and twigs start to poke out and show through with out leafs on them.

I’ve posted a thread on it here, with a picture if it helps to visualize it.

Thanks in advance, Love all the sweet renders and work flows!


#479

Yep, that’s why I put the sun following feature in 2011. Basically one has a sun direction and a degree to which leaves twist towards it and flowers turn toward it( the flower stalk gradually twists to the light direction, while the leaf attribute is a simpler “twirl” kind of twist ).

Duncan


#480

Yep, that’s why I put the sun following feature in 2011. Basically one has a sun direction and a degree to which leaves twist towards it and flowers turn toward it( the flower stalk gradually twists to the light direction, while the leaf attribute is a simpler “twirl” kind of twist ).

Duncan

Good to know you’ve added features to PFX, Duncan! I look forward to using it; you seem to be really in-tune with our general needs here and we really appreciate it.