Mental ray test renders (Update 5)
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Mental ray test renders (Update 5)
First topic message reminder :
Hello po CGpeeps and calling all MR masters and MR users...
I have done another set of MR render exercise in terms of Lighting and textures/materials. I am hoping our MR masters could give some pointers on how to improve this... I'll be posting finished output soon.
Please note that models are not mine but did a few adjustments on them. My aim is to concentrate on the Light settings and materials to come up with a decent render output with Mental Ray.
More Test Renders:
Office Scene 02
with PS blurring for DOF effects... napaglaruan lang po
Office Scene 01 - Another render exercise only. Just found the design online. This one's more on Indirect Illumination tests.. FG Point=4, Rays=500
with bits of PS (adjusted brightness & color)
BOKEH DOF
2nd Bokeh DOF with PS kalandian effects
Same view without DOF and a bit PS
Finally, my first Bokeh Effect DOF! After so many attemps. hehe I should be getting the hang of it by now, I'll be doing one more! anyway, the rendering time isn't good, took me the whole night to finish the render. The next one should be faster, I'll take the masters' advice, I'll lower down the sampling and sudivisions of some materials and we'll see how it goes. Sensyahan niyo na po ang mga flaws, sana makagamit na din ako ng magandang carpet later on, probably hair and fur... sana!
and here's the bokeh set btw, notice i have the focus plane at value 5000mm, which means, I focused far to the dining area to get the effect. Didn't really knew before how the focus plane works. The value you set is meant for the distance of the Focus Plane from the camera. Hope that helps you guys. Thanks to our Sir Logikpixel.
New Scene!
ok... test renders pa rin, but I'm a bit contented with the lighting, minor issues on materials...
(more views to come) tried to lower some samples but it isn't looking good... and I think I now know why I have that big shadow going on by the sides of the windows... I'll discuss with my new/next render solution...
I'll be posting a more descent image for my next update...
Image 1 (NO Post process)
Render setup: sampling min 1 max 16, no FG, default GI/photons
Render size & time: 800max px for 2 1/2 hrs (my PC couldnt handle a bigger size render for this set... or maybe due to my material samplings kaya po mabagal... Any suggestions or recommendations Masters?)
MR Lighting: 2 portal lights with 2-different mib blackbody assigned. 1 portal from window (exterior) and 1 portal from the inside.
Environment Setting: MR Photographic Exposure, Shutter Speed adjusted from 500-350 for brighter output.
Materials: Max10 Special effects: AO and sampling max 20 & 32 for Refraction and Reflection respectively.
Image 2 (NO Post process, some errors and unfinished material settings)
Render setup: sampling min 1 max 64, FG points=1, ray=500, Interpolation=300, Ave. GI photons per light (Light Property)=200000
Render size & time: 1500max px for 2 hrs (used my Office PC here, quite better than mine)
MR Lighting: 2 portal lights of with 2-different mib blackbody assigned. 1 portal from window (exterior) and 1 portal from the inside. MR sun + MR sky
Environment Setting: MR Photographic Exposure, Shutter Speed adjusted from 500-350 for brighter output.
Materials: Max10 Special effects: AO and sampling max 20 & 32 for Refraction and Reflection respectively.
Image 3 (NO Post process)
quick render with 1 portal light of with mib blackbody assigned, MR sun + MR sky
Comments will be appreciated. I'll be posting finished output soon.
God Bless po sa CGP!!!
-Ad Majorem Dei Gloriam
MENTAL RAY LINKS & INFORMATIONS (for Sir Nomeradona and all)
Disclaimer: This MR links & infos collection is a journal and personal collection used for the authors exercise and test renders. All links were taken from different websites including here at CGP.
MR TUTS & INFOS
http://www.3dallusions.com/forums/mrmaterials-blog/3218-3ds-max-2009-design-importons-irradiance-particles.html importons-irradiance
recap:
If you have GI enabled, Importons and IP. Only Importons(together with photons) will be used (if a merge is specified for the importons param, while set to 0 for the gi photons param) and IP will be disabled.
If you have GI and FG enabled. Same as above.
If you have FG only enabled. Both Importons and IP will be disabled.
that ends to these workflows:
- photons only
- finalgather only
- photons + finalgather
- importons + photons
- importons + photons + finalgather (cool here is to use the 'Precompute Photon Lookup'.. so you'll have a kind of fg importance-drived)
- importons + irradianceparticles
by thorsten harttman
importons:
emitted: 50.000
density: 0.5
merge: 0.05m
trackksize: 32
depth: 4
traverse: off
irradiance particle:
Ray: 1000
Pass:3
interpolate mode: always
interplate ray: 180
EnvRay: 1000
EnvScale: 2.5
Scale: 2.5
http://forums.cgsociety.org/showthread.php?f=87&t=621727
http://www.mrmaterials.com/jeffs-blog/56-importons-irradiance-particles.html imp/part discussions
http://3dsmaxrendering.blogspot.com/search/label/mental%20ray
http://3dsmaxrendering.blogspot.com/search/label/rendering
http://3dsmaxrendering.blogspot.com/ ramy hanna
nice tips / grass disp / fast render...
http://www.textureking.com/
http://www.gnomonschool.com/master/ mr secrets unlocked
http://www.cgdigest.com/category/rendering-tutorials/
http://www.tutorialized.com/tutorials/3DS-MAX/Lighting/1
http://www.3dtotal.com//ffa/tutorials/tutorialsmax.php more
http://www.infinity-vision.de/PhotoStudio/de/index.html photostudio pro/translate here: http://www.infinity-vision.de/PhotoStudio/de/index.html
http://translate.google.com.ph/translate?hl=tl&sl=auto&tl=en&u=http%3A%2F%2Fwww.infinity-vision.de%2FPhotoStudio%2Fde%2Findex.html
MR PROXY PROCEDURE
http://www.germanmentalray.de/ german MR
http://www.maxplugins.de/
http://animus.brinkster.net/index.html plugins!!!
MODELLING, LIGHTING ETC EG EDUC
http://www.neilblevins.com/cg_education/cg_education.htm
FOR MR RENDER SETUP
http://www.tokeru.com/t/bin/view/Maya/MayaMentalRay ALL
http://www.secondpicture.com/tutorials/3d/mental_ray_in_3ds_max.html
http://www.theqball.com/tutorials/memory-optimization - PERFECT RAM OPT AND PC PERFORMANCE
http://www.theqball.com/tutorials/mr-links REF
http://translate.google.com.ph/translate?prev=hp&hl=tl&js=y&u=http%3A%2F%2Fwww.treddi.com%2Fforum%2Findex.php%3Fshowforum%3D54%26topicfilter%3Dicon_id_3&sl=auto&tl=en&history_state0= ref
FINAL GATHER, PHOTON & GLOBAL ILLUMINATION FOR FAST RENDER
•Turn on Photon Map, use Read/Write File, then render
•Turn on Final Gather, use Read/Write File
•Lower samples to 1/64 - 1/64
•Render active time segment at every 10 frames
•Turn on final gather Read Only (FG Freeze)
•Increase samples to 1 - 16
•Turn on Save File for Render Output
•Render active time segment at every 1 frame
http://3dsmaxrendering.blogspot.com/search/label/final%20gather
GI:
I set the Maximum Num. Photons per Sample to 100. This is so low because I also use a low number of photons per light. There is no need to shoot so many photons per sample when I am using such low photons per light. The important thing to consider when calculating GI is being able to light the scene evenly, and get a consistently lit space.
I also turn on Maximum Sampling Radius. I start with something small like 1’ and increase the amount by 5’ until I get a generally smooth result without seeing any discs in the rendering. Often I will go up to a value like 30’ before I get a smooth result. This is not a typical use for GI, and in a way it’s cheating your photons to get bright values with such low numbers so the render times are fast.
FG:
I slide the FG Precision Presets all the way to the left to Draft setting. I’ve found that I can get away with low FG settings if I add an occlusion pass later in post.
For Diffuse Bounces I set it to 2 typically, just to I can get enough bounce and increase my light values. Changing the bounce number significantly reduces rendering speed so be careful with this one.
I didn’t change this setting, but I’ll mention it. I sometimes change the Noise Filtering from Standard to None, if I can get away with it. When set to None, the render is much brighter because you are taking into consideration all of the FG points, but at times will have noise. When you set it to Standard the scene is much darker, but smoother generally. So if you can set it to None and still get smooth results, then you just got more light into your scene for free.
http://3dsmaxrendering.blogspot.com/search/label/global%20illumination
Mental Ray Sampling (adaptive sampling settings)
http://www.impresszio.hu/szabolcs/MentalRay/MentalRaySampling.htm
CAMERA:
•Shutter Speed (exposure)
•Aperture (f-stop)
•Film speed (ISO)
•Whitepoint (color temperature)
1. http://3dsmaxrendering.blogspot.com/2009/04/understanding-cameras-for-renderings.html
2. http://3dsmaxrendering.blogspot.com/2009/03/parti-volume-shader.html (render tab-camera shader: parti volume)
IMPORTONS & IRRADIANCE PARTICLES
If you have GI enabled, Importons and IP. Only Importons(together with photons) will be used (if a merge is specified for the importons param, while set to 0 for the gi photons param) and IP will be disabled.
If you have GI and FG enabled. Same as above.
If you have FG only enabled. Both Importons and IP will be disabled.
- photons only
- finalgather only
- photons + finalgather
- importons + photons
- importons + photons + finalgather (cool here is to use the 'Precompute Photon Lookup'.. so you'll have a kind of fg importance-drived)
- importons + irradianceparticles
by thorsten harttman
importons:
emitted: 50.000
density: 0.5
merge: 0.05m
trackksize: 32
depth: 4
traverse: off
irradiance particle:
Ray: 1000
Pass:3
interpolate mode: always
interplate ray: 180
EnvRay: 1000
EnvScale: 2.5
Scale: 2.5
http://www.3dallusions.com/forums/mrmaterials-blog/3218-3ds-max-2009-design-importons-irradiance-particles.html importons-irradiance
BLACKBODY
http://xgeek.org/2009/08/mental-ray-cie-d-illuminant-and-blackbody-radiator-shaders/
BOKEH EFFECT
http://3dsmaxrendering.blogspot.com/2008/03/bokeh-effect.html
Various CG forums:
http://www.cgtalk.com/
http://www.vizdepot.com
http://www.cgarchitect.com
http://www.evermotion.org/
http://www.3dallusions.com/
http://maxforums.org/
http://www.cg-cars.com
http://area.autodesk.com/
mental ray specific links:
http://www.mymentalray.com
http://mentalraytips.blogspot.com/
http://jeffpatton.cgsociety.org/blog/
http://3dlight.blogspot.com/
http://www.djx.com.au/blog/ (maya)
http://www.pfbreton.com/cgtechniques/
http://www.dmmultimedia.com/3dtips_01.htm
http://lamrug.org/
3d artists websites:
http://www.todddaniele.com/
http://www.jaddyportfolio.com/
http://danielbuck.net/
http://neilblevins.com http://neilblevins.com/cg_education/cg_education.htm
http://www.nikclark.com/
http://www.martincoven.com/
http://www.xenomorphic.co.uk
http://www.garryclarke.com/
http://www.ak3d.de/
http://www.ag-systems.net/
Other links:
http://autodesk.blogs.com/between_the_lines/
http://www.theqball.com/l
http://www.dmmultimedia.com/
mental image links:
ftp://ftp.mentalimages.com/data/pub/shaders/
http://www.munkmotion.com/tutorials/nsx/2c.htm car mod
Hello po CGpeeps and calling all MR masters and MR users...
I have done another set of MR render exercise in terms of Lighting and textures/materials. I am hoping our MR masters could give some pointers on how to improve this... I'll be posting finished output soon.
Please note that models are not mine but did a few adjustments on them. My aim is to concentrate on the Light settings and materials to come up with a decent render output with Mental Ray.
More Test Renders:
Office Scene 02
with PS blurring for DOF effects... napaglaruan lang po
Office Scene 01 - Another render exercise only. Just found the design online. This one's more on Indirect Illumination tests.. FG Point=4, Rays=500
with bits of PS (adjusted brightness & color)
BOKEH DOF
2nd Bokeh DOF with PS kalandian effects
Same view without DOF and a bit PS
Finally, my first Bokeh Effect DOF! After so many attemps. hehe I should be getting the hang of it by now, I'll be doing one more! anyway, the rendering time isn't good, took me the whole night to finish the render. The next one should be faster, I'll take the masters' advice, I'll lower down the sampling and sudivisions of some materials and we'll see how it goes. Sensyahan niyo na po ang mga flaws, sana makagamit na din ako ng magandang carpet later on, probably hair and fur... sana!
and here's the bokeh set btw, notice i have the focus plane at value 5000mm, which means, I focused far to the dining area to get the effect. Didn't really knew before how the focus plane works. The value you set is meant for the distance of the Focus Plane from the camera. Hope that helps you guys. Thanks to our Sir Logikpixel.
New Scene!
ok... test renders pa rin, but I'm a bit contented with the lighting, minor issues on materials...
(more views to come) tried to lower some samples but it isn't looking good... and I think I now know why I have that big shadow going on by the sides of the windows... I'll discuss with my new/next render solution...
I'll be posting a more descent image for my next update...
Image 1 (NO Post process)
Render setup: sampling min 1 max 16, no FG, default GI/photons
Render size & time: 800max px for 2 1/2 hrs (my PC couldnt handle a bigger size render for this set... or maybe due to my material samplings kaya po mabagal... Any suggestions or recommendations Masters?)
MR Lighting: 2 portal lights with 2-different mib blackbody assigned. 1 portal from window (exterior) and 1 portal from the inside.
Environment Setting: MR Photographic Exposure, Shutter Speed adjusted from 500-350 for brighter output.
Materials: Max10 Special effects: AO and sampling max 20 & 32 for Refraction and Reflection respectively.
Image 2 (NO Post process, some errors and unfinished material settings)
Render setup: sampling min 1 max 64, FG points=1, ray=500, Interpolation=300, Ave. GI photons per light (Light Property)=200000
Render size & time: 1500max px for 2 hrs (used my Office PC here, quite better than mine)
MR Lighting: 2 portal lights of with 2-different mib blackbody assigned. 1 portal from window (exterior) and 1 portal from the inside. MR sun + MR sky
Environment Setting: MR Photographic Exposure, Shutter Speed adjusted from 500-350 for brighter output.
Materials: Max10 Special effects: AO and sampling max 20 & 32 for Refraction and Reflection respectively.
Image 3 (NO Post process)
quick render with 1 portal light of with mib blackbody assigned, MR sun + MR sky
Comments will be appreciated. I'll be posting finished output soon.
God Bless po sa CGP!!!
-Ad Majorem Dei Gloriam
MENTAL RAY LINKS & INFORMATIONS (for Sir Nomeradona and all)
Disclaimer: This MR links & infos collection is a journal and personal collection used for the authors exercise and test renders. All links were taken from different websites including here at CGP.
MR TUTS & INFOS
http://www.3dallusions.com/forums/mrmaterials-blog/3218-3ds-max-2009-design-importons-irradiance-particles.html importons-irradiance
recap:
If you have GI enabled, Importons and IP. Only Importons(together with photons) will be used (if a merge is specified for the importons param, while set to 0 for the gi photons param) and IP will be disabled.
If you have GI and FG enabled. Same as above.
If you have FG only enabled. Both Importons and IP will be disabled.
that ends to these workflows:
- photons only
- finalgather only
- photons + finalgather
- importons + photons
- importons + photons + finalgather (cool here is to use the 'Precompute Photon Lookup'.. so you'll have a kind of fg importance-drived)
- importons + irradianceparticles
by thorsten harttman
importons:
emitted: 50.000
density: 0.5
merge: 0.05m
trackksize: 32
depth: 4
traverse: off
irradiance particle:
Ray: 1000
Pass:3
interpolate mode: always
interplate ray: 180
EnvRay: 1000
EnvScale: 2.5
Scale: 2.5
http://forums.cgsociety.org/showthread.php?f=87&t=621727
http://www.mrmaterials.com/jeffs-blog/56-importons-irradiance-particles.html imp/part discussions
http://3dsmaxrendering.blogspot.com/search/label/mental%20ray
http://3dsmaxrendering.blogspot.com/search/label/rendering
http://3dsmaxrendering.blogspot.com/ ramy hanna
nice tips / grass disp / fast render...
http://www.textureking.com/
http://www.gnomonschool.com/master/ mr secrets unlocked
http://www.cgdigest.com/category/rendering-tutorials/
http://www.tutorialized.com/tutorials/3DS-MAX/Lighting/1
http://www.3dtotal.com//ffa/tutorials/tutorialsmax.php more
http://www.infinity-vision.de/PhotoStudio/de/index.html photostudio pro/translate here: http://www.infinity-vision.de/PhotoStudio/de/index.html
http://translate.google.com.ph/translate?hl=tl&sl=auto&tl=en&u=http%3A%2F%2Fwww.infinity-vision.de%2FPhotoStudio%2Fde%2Findex.html
MR PROXY PROCEDURE
http://www.germanmentalray.de/ german MR
http://www.maxplugins.de/
http://animus.brinkster.net/index.html plugins!!!
MODELLING, LIGHTING ETC EG EDUC
http://www.neilblevins.com/cg_education/cg_education.htm
FOR MR RENDER SETUP
http://www.tokeru.com/t/bin/view/Maya/MayaMentalRay ALL
http://www.secondpicture.com/tutorials/3d/mental_ray_in_3ds_max.html
http://www.theqball.com/tutorials/memory-optimization - PERFECT RAM OPT AND PC PERFORMANCE
http://www.theqball.com/tutorials/mr-links REF
http://translate.google.com.ph/translate?prev=hp&hl=tl&js=y&u=http%3A%2F%2Fwww.treddi.com%2Fforum%2Findex.php%3Fshowforum%3D54%26topicfilter%3Dicon_id_3&sl=auto&tl=en&history_state0= ref
FINAL GATHER, PHOTON & GLOBAL ILLUMINATION FOR FAST RENDER
•Turn on Photon Map, use Read/Write File, then render
•Turn on Final Gather, use Read/Write File
•Lower samples to 1/64 - 1/64
•Render active time segment at every 10 frames
•Turn on final gather Read Only (FG Freeze)
•Increase samples to 1 - 16
•Turn on Save File for Render Output
•Render active time segment at every 1 frame
http://3dsmaxrendering.blogspot.com/search/label/final%20gather
GI:
I set the Maximum Num. Photons per Sample to 100. This is so low because I also use a low number of photons per light. There is no need to shoot so many photons per sample when I am using such low photons per light. The important thing to consider when calculating GI is being able to light the scene evenly, and get a consistently lit space.
I also turn on Maximum Sampling Radius. I start with something small like 1’ and increase the amount by 5’ until I get a generally smooth result without seeing any discs in the rendering. Often I will go up to a value like 30’ before I get a smooth result. This is not a typical use for GI, and in a way it’s cheating your photons to get bright values with such low numbers so the render times are fast.
FG:
I slide the FG Precision Presets all the way to the left to Draft setting. I’ve found that I can get away with low FG settings if I add an occlusion pass later in post.
For Diffuse Bounces I set it to 2 typically, just to I can get enough bounce and increase my light values. Changing the bounce number significantly reduces rendering speed so be careful with this one.
I didn’t change this setting, but I’ll mention it. I sometimes change the Noise Filtering from Standard to None, if I can get away with it. When set to None, the render is much brighter because you are taking into consideration all of the FG points, but at times will have noise. When you set it to Standard the scene is much darker, but smoother generally. So if you can set it to None and still get smooth results, then you just got more light into your scene for free.
http://3dsmaxrendering.blogspot.com/search/label/global%20illumination
Mental Ray Sampling (adaptive sampling settings)
http://www.impresszio.hu/szabolcs/MentalRay/MentalRaySampling.htm
CAMERA:
•Shutter Speed (exposure)
•Aperture (f-stop)
•Film speed (ISO)
•Whitepoint (color temperature)
1. http://3dsmaxrendering.blogspot.com/2009/04/understanding-cameras-for-renderings.html
2. http://3dsmaxrendering.blogspot.com/2009/03/parti-volume-shader.html (render tab-camera shader: parti volume)
IMPORTONS & IRRADIANCE PARTICLES
If you have GI enabled, Importons and IP. Only Importons(together with photons) will be used (if a merge is specified for the importons param, while set to 0 for the gi photons param) and IP will be disabled.
If you have GI and FG enabled. Same as above.
If you have FG only enabled. Both Importons and IP will be disabled.
- photons only
- finalgather only
- photons + finalgather
- importons + photons
- importons + photons + finalgather (cool here is to use the 'Precompute Photon Lookup'.. so you'll have a kind of fg importance-drived)
- importons + irradianceparticles
by thorsten harttman
importons:
emitted: 50.000
density: 0.5
merge: 0.05m
trackksize: 32
depth: 4
traverse: off
irradiance particle:
Ray: 1000
Pass:3
interpolate mode: always
interplate ray: 180
EnvRay: 1000
EnvScale: 2.5
Scale: 2.5
http://www.3dallusions.com/forums/mrmaterials-blog/3218-3ds-max-2009-design-importons-irradiance-particles.html importons-irradiance
BLACKBODY
http://xgeek.org/2009/08/mental-ray-cie-d-illuminant-and-blackbody-radiator-shaders/
BOKEH EFFECT
http://3dsmaxrendering.blogspot.com/2008/03/bokeh-effect.html
Various CG forums:
http://www.cgtalk.com/
http://www.vizdepot.com
http://www.cgarchitect.com
http://www.evermotion.org/
http://www.3dallusions.com/
http://maxforums.org/
http://www.cg-cars.com
http://area.autodesk.com/
mental ray specific links:
http://www.mymentalray.com
http://mentalraytips.blogspot.com/
http://jeffpatton.cgsociety.org/blog/
http://3dlight.blogspot.com/
http://www.djx.com.au/blog/ (maya)
http://www.pfbreton.com/cgtechniques/
http://www.dmmultimedia.com/3dtips_01.htm
http://lamrug.org/
3d artists websites:
http://www.todddaniele.com/
http://www.jaddyportfolio.com/
http://danielbuck.net/
http://neilblevins.com http://neilblevins.com/cg_education/cg_education.htm
http://www.nikclark.com/
http://www.martincoven.com/
http://www.xenomorphic.co.uk
http://www.garryclarke.com/
http://www.ak3d.de/
http://www.ag-systems.net/
Other links:
http://autodesk.blogs.com/between_the_lines/
http://www.theqball.com/l
http://www.dmmultimedia.com/
mental image links:
ftp://ftp.mentalimages.com/data/pub/shaders/
http://www.munkmotion.com/tutorials/nsx/2c.htm car mod
Last edited by marcelinoiii on Mon May 10, 2010 2:33 am; edited 17 times in total (Reason for editing : update 5)
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
nice one bro mental ray galing
jay3design- CGP Artist
- Number of posts : 1732
Registration date : 18/09/2008
Re: Mental ray test renders (Update 5)
pagling ng pagaling ang update...keep them coming. nakakainspire.
Re: Mental ray test renders (Update 5)
jay3design wrote:nice one bro mental ray galing
Thanks sir jay, glad you like it inspired lang sa mga gawa niyo hehe
nomeradona wrote:pagling ng pagaling ang update...keep them coming. nakakainspire.
bro, salamat sa pagbalik! Puro practice pa din e, go go go na nga ito
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
bro, ang layo na narating mo sa MR ah! ayos na ayos na ito!
taga_probins- CGP Apprentice
- Number of posts : 210
Age : 43
Location : VAULT 101
Registration date : 26/02/2009
Re: Mental ray test renders (Update 5)
wwwoooowwww. master idol salamat sa mga link. ang ganda ng gawa mo.
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