Basically you just set up the sun/sky system, turn on FG and you’re done. Fiddle with the FG settings to get the look you want. Be sure to work with a tonemapper or the linear workflow settings too.
Also, have a look at Zap’s blog, there’s a lot of info on the latest shaders etc. as well.
It’s mentalraytips.blogspot.com
The bbox values are hidden in the PPG. If you would open up the PPG and scroll through the text, you would find them there, (and some other ones for that matter) set to 0.
The HTML manual has this to say:
When photon_bbox_min and photon_bbox_max are left set to 0,0,0 the photon bounding box will be calculated automatically by the shader. If these are set, they define a bounding box in the coordinate system of the light within which photons are aimed. This can be used to “focus” GI photons on a particular area-of-interest. For example, if one has modeled a huge city as a backdrop, but is only rendering the interior of a room, mental ray will by default shoot photons over the entire city and maybe only a few will find their way into the room. With the photon_bbox_max and photon_bbox_min parameters one can focus the photon emission of the mia_physicalsun to only aim at the window in question, greatly speeding up and enhancing the quality of the interior rendering.
automatic_photon_energy enables automatic photon energy calculation. When this is on, the light source does not need to have a valid energy value that matches that of the sun (it does, however, need a nonzero energy value or photon emission is disabled by mental ray). The correct energy and color of the photons will be automatically calculated. If this parameter is off, the photons will have the energy defined by the lights energy value.
So with the default settings, all ‘proper’ values are set already.
Hope this helps,
rob