Mentalray workflow Issue


#1

Hi guys,

I am having a shot with fast camera movement as well as fast character movement.
So now my question is how to approach the shot with HDRI workflow, as Final gather may flicker not mention high render time.
Also I want both my BG as well as character to receive motion blur but I want separate control for that.I think Motion vector would only give me linear blur so how could I justify character’s movement to it changing background as well as itself.
My other issue is related to Z-Depth in sort of situation with motion so rapid.
Is there any way with mental ray I can generate GI using point cloud method as we do with renderman.
Please help me solving these issues .


#2

Is the shot interior, or exterior? The workflows I use are slightly different in each case.

GI - is the use of GI strictly necessary? There are many ways to fake the effects of FG or GI. In my experience, so long as the specular reflections look right, you can fudge the bounce light pretty loosely. If you can’t fake it, then I recommend this method: http://asephei.blogspot.com/2011/03/maya-flicker-free-final-gather-in.html

Combine this method with high interpolation and AO, and you can get some really smooth results with a minimum of hassle.

Motion blur/Depth of Field - Yes, motion-vectors will only give you linear motion blur. But, if you don’t have tires or other heavily-rotational animation, then it’s actually pretty hard to tell the difference once everything is in motion and playing at 24 or 30 fps.

If you can render out objects that significantly overlap one-another on separate passes or layers, you can reduce or eliminate the errors in post-generated DOF and motion blur, because you have the pixels available to blend between.


#3

What version of Maya? 2012 offers you some better options for all of those scenarios. Especially the motion blur.

Post blur is done pretty often and you can achieve a non-linear blur in a post process that interpolates between frames.

EdtheHobbit is correct that in motion these things mean less. In fact, grainy motion blur is perfectly fine. No one can see it in motion for more extreme blur. This is generally how mental ray and Vray will handle motion blur.

We generally render characters separately from background elements.

Point based indirect lighting can be accomplished in mental ray with a separate shader. It’s not built-in. Some developers may have their own solution somewhere on the net but I haven’t found a finished version.


#4

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