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)
[/quote]naguimpisa kong idownload yung mga video nina longi at siempre ang matulungin na si ed... sa susunod kukulitin din kita pagmaytanung ako...[/quote]
hehe sige sir, bilib ako sa inyo, pag may nadiskubre din kayong bagong tricks paturo din ako. I'm always here para sumagot sa anu mang katanungan niyo. post ko na din yun ibang links ko with MR infos.
Sige lang sir, lipat niyo lang, I'll be updating from there. Thank for the favor.
hehe sige sir, bilib ako sa inyo, pag may nadiskubre din kayong bagong tricks paturo din ako. I'm always here para sumagot sa anu mang katanungan niyo. post ko na din yun ibang links ko with MR infos.
Sige lang sir, lipat niyo lang, I'll be updating from there. Thank for the favor.
marcelinoiii- CGP Guru
- Number of posts : 1125
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
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
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
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
panalo lahat sir.. husay at malinis...
jolicoeur030488- CGP Apprentice
- Number of posts : 785
Age : 36
Location : caloocan
Registration date : 17/08/2009
Re: Mental ray test renders (Update 5)
jolicoeur030488 wrote:panalo lahat sir.. husay at malinis...
salamat sir!!! cheers
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
wow galing naman sana makagawa din ako ng ganyan kagandang output.pano kaya yan gawin ? anyway salamat po sa pagshare ng work more power po and Godbless
meljaqs- CGP Apprentice
- Number of posts : 202
Age : 46
Location : jeddah saudi arabia,bacolod, iloilo , laguna
Registration date : 23/12/2009
Re: Mental ray test renders (Update 5)
meljaqs wrote:wow galing naman sana makagawa din ako ng ganyan kagandang output.pano kaya yan gawin ? anyway salamat po sa pagshare ng work more power po and Godbless
hello sir. thanks for the words... medyo mahabang study sir pero kaya niyo din to... visiting our mental ray tuts here at cgp would be a great start... tapos sundan niyo na din yun ibang links na nashare ko dito sa thread na ito. more power sa inyo sir!
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
Thanks sa input bro!!!hehe...halatang walang ginagawa sa office nyo a!!!hehe....hintay ko pa yung gawa mo ha!!!!
Norman- CGP Expert
- Number of posts : 3228
Registration date : 21/06/2009
Re: Mental ray test renders (Update 5)
reposted your thought at MR. tutorial section.. sayang baka matabunan ito...
Re: Mental ray test renders (Update 5)
Galing mo talaga sa Mental Ray! Nice set of renderings! Napakahusay!
lemeuix- CGP Apprentice
- Number of posts : 873
Age : 38
Location : Singapore
Registration date : 10/10/2009
Re: Mental ray test renders (Update 5)
f-fortyone wrote:Thanks sa input bro!!!hehe...halatang walang ginagawa sa office nyo a!!!hehe....hintay ko pa yung gawa mo ha!!!!
hahaha oo pre, medyo maluwag ngayon e, la iba magawa dito kundi magpractice sige post pa ko ulit... been trying dof with bokeh, kaya lang 2nd attemp ko di pa din matapos rendering sa sobrang bagal... may mali ata ko sa sets ko ng mats, inaayos ko pa... calling sir logik... hehe
Last edited by marcelinoiii on Mon Apr 12, 2010 12:08 am; edited 1 time in total
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
nomeradona wrote:reposted your thought at MR. tutorial section.. sayang baka matabunan ito...
ok brother nomer, salamat. I'll keep updating this, meron pa ko iba scenes para mahasa mabuti sa MR at makapagshare na din. nakuha niyo po ba yun mga links? magagamit niyo yun bro..
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
lemeuix wrote:Galing mo talaga sa Mental Ray! Nice set of renderings! Napakahusay!
maraming salamat po sir lemeuix, sana masubukan niyo din itong MR..
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
namis ko yang mental ray galeng naman sir grabe
akoy- CGP Guru
- Number of posts : 1929
Age : 39
Location : aparri
Registration date : 01/09/2009
Re: Mental ray test renders (Update 5)
galing ng mental mo,kelan ko makukuha ang ganito ng linis at crisp na render.
Re: Mental ray test renders (Update 5)
wow naman master,, lupit mo talaga sa MR.. kakabilib skills mo pag dating dto.. mahusay ka talaga sir sa MR lighting...
pixelburn- CGP Guru
- Number of posts : 1436
Age : 40
Location : Dubai, SAN PEDRO, LAGUNA, Brunei Darrusalam
Registration date : 09/04/2009
Re: Mental ray test renders (Update 5)
akoy wrote:namis ko yang mental ray galeng naman sir grabe
hehe thanks pare koy!!!
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
hanep ang lupit ng MR mo master, ibang klase linis ng presentation, although there is still flaws, but still close to perfect
Re: Mental ray test renders (Update 5)
zdesign wrote:galing ng mental mo,kelan ko makukuha ang ganito ng linis at crisp na render.
salamat sir z... tingin ko pag masubukan mo MR mas malayo mararating nyo kaysa sa kin... master na din kayo sir e
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
pixelburn wrote:wow naman master,, lupit mo talaga sa MR.. kakabilib skills mo pag dating dto.. mahusay ka talaga sir sa MR lighting...
hehe salamat sir pixelburn, katuwa naman ng papuri niyo... kaya lalo ko pinagbubuti dahil sa mga tulad niyong mga mababait na masters hehe
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
anthony_als wrote:hanep ang lupit ng MR mo master, ibang klase linis ng presentation, although there is still flaws, but still close to perfect
salamat bro... pilit pinagbubuti para maperfect na nga hehe thanks for dropping by
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
New Scene!
ok... test renders pa rin, but I'm a bit contented with the lighting, minor issues on materials...
ok... test renders pa rin, but I'm a bit contented with the lighting, minor issues on materials...
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
wow! ang haba na pala nito...i once tried using mental ray...maybe i should do one just for fun...and hope to learn something along the way.
Thanks for sharing sir, i'll be reading this again.
Thanks for sharing sir, i'll be reading this again.
arkiedmund- Manager
- Number of posts : 3956
Age : 51
Location : Cavite
Registration date : 19/09/2008
Re: Mental ray test renders (Update 5)
arkiedmund wrote:wow! ang haba na pala nito...i once tried using mental ray...maybe i should do one just for fun...and hope to learn something along the way.
Thanks for sharing sir, i'll be reading this again.
Great Sir Edmund, tamang tama study mode na kayo, sana makatulong yun links natin... I know you'll be a master in MR soon.
Thanks too for dropping by!
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
Re: Mental ray test renders (Update 5)
GRABE SA GALING BRO HEHEHE
cadav3r17- CGP Newbie
- Number of posts : 39
Age : 37
Location : Bulacan
Registration date : 07/12/2009
Re: Mental ray test renders (Update 5)
nice sets of renders....IMHO lng sir, wag mo masyado kalikutin ang mga default settings..from there adjust ka lng...MRay user din ako...importante materials to be used....and lighting....try mo rin ung filter mo e Lanczos...
mherfc- CGP Newbie
- Number of posts : 183
Age : 52
Location : manila to singapura
Registration date : 05/07/2009
Re: Mental ray test renders (Update 5)
mherfc wrote:nice sets of renders....IMHO lng sir, wag mo masyado kalikutin ang mga default settings..from there adjust ka lng...MRay user din ako...importante materials to be used....and lighting....try mo rin ung filter mo e Lanczos...
hi sir hehe kakareply ko lang din sa work mo... ok sir, salamat sa payo, well taken po!!! try ko din yun Lanczos filter
yun about sa default setting sir, ibig niyo ba sabihin sa material default or render settings??
marcelinoiii- CGP Guru
- Number of posts : 1125
Age : 42
Location : Singapore
Registration date : 29/07/2009
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