Mental Ray Light Integration Practice part1
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Mental Ray Light Integration Practice part1
First topic message reminder :
hi peeps! matagal din akong d nag-post dito...i just wanna share some of our works here..it's a renovation proposal and we prepared 2 schemes of exterior. some of interiors done ng kasama ko sa work and this work rendered in Mental Ray and using mental shaders esp. matte shader and camera mapping...mostly nag-focused ako dito sa lighting talaga kg paano mg-match sa real site photo..kaya i rendered several render pases like sunlight pass and sky pass separately and blend them using ps. nahihirapan din ako sa camera mapping...the 1st one is konting changes lg sa existing. the 2nd image yun ang make over talaga..hope you like this guys and if you know about camera mapping and light integration, please, let us know your ideas...thanks ang God speed CGPINOY!!!
1st scheme
2nd Scheme
hi peeps! matagal din akong d nag-post dito...i just wanna share some of our works here..it's a renovation proposal and we prepared 2 schemes of exterior. some of interiors done ng kasama ko sa work and this work rendered in Mental Ray and using mental shaders esp. matte shader and camera mapping...mostly nag-focused ako dito sa lighting talaga kg paano mg-match sa real site photo..kaya i rendered several render pases like sunlight pass and sky pass separately and blend them using ps. nahihirapan din ako sa camera mapping...the 1st one is konting changes lg sa existing. the 2nd image yun ang make over talaga..hope you like this guys and if you know about camera mapping and light integration, please, let us know your ideas...thanks ang God speed CGPINOY!!!
1st scheme
2nd Scheme
taga_probins- CGP Apprentice
- Number of posts : 210
Age : 43
Location : VAULT 101
Registration date : 26/02/2009
Re: Mental Ray Light Integration Practice part1
logikpixel wrote:Nice interior (update). How about posting more interiors?
I suggest using Global Illumination for interiors along with FG. Then you can set diffuse bounces to 0(zero) as it will never be calculated if GI is on.
Thanks for sharing your lighting setup.
@logikpixel..anytime sir! so, i have to save first my FG map and GI photon map before use it together? sometimes it takes 48 years to generate them together..since i'm using 3ds max 2009, i rely much on MR PHOTOGRAPHIC EXPOSURE CONTROL and i follow the method of JEFF PATTON and JENIFFER O'CONNOR and it really works for me..mind if u share with us ur method by using both FG and GI maps? thanks for dropping by again..
taga_probins- CGP Apprentice
- Number of posts : 210
Registration date : 26/02/2009
Re: Mental Ray Light Integration Practice part1
taga_probins wrote:logikpixel wrote:Nice interior (update). How about posting more interiors?
I suggest using Global Illumination for interiors along with FG. Then you can set diffuse bounces to 0(zero) as it will never be calculated if GI is on.
Thanks for sharing your lighting setup.
@logikpixel..anytime sir! so, i have to save first my FG map and GI photon map before use it together? sometimes it takes 48 years to generate them together..since i'm using 3ds max 2009, i rely much on MR PHOTOGRAPHIC EXPOSURE CONTROL and i follow the method of JEFF PATTON and JENIFFER O'CONNOR and it really works for me..mind if u share with us ur method by using both FG and GI maps? thanks for dropping by again..
Interior:
1. Set your render image size to half of your final render size.
2. Set samples per pixel to both minimum and maximum to 1/64.
3. Turn off FG when computing for GI photon map. I don't tweak the default values. Save your GI.
4. With GI computed turn on FG and compute from the lowest (draft precision) if needed move to low. (Tweak Interpolate Over Num. FG Points if blotches happen, it's my personal solution). You are now set to render for final.
5. Set your final render image size.
6. Set FG Precision to medium (mostly it's what I use) or high. I read that Jeff Patton sometime sets his Multiplier to 2 just for "artistic" reasons.
7. Render away.
Hope it helped a little.
Last edited by logikpixel on Sun Sep 26, 2010 3:59 am; edited 1 time in total (Reason for editing : spellcheck)
Re: Mental Ray Light Integration Practice part1
logikpixel wrote:taga_probins wrote:logikpixel wrote:Nice interior (update). How about posting more interiors?
I suggest using Global Illumination for interiors along with FG. Then you can set diffuse bounces to 0(zero) as it will never be calculated if GI is on.
Thanks for sharing your lighting setup.
@logikpixel..anytime sir! so, i have to save first my FG map and GI photon map before use it together? sometimes it takes 48 years to generate them together..since i'm using 3ds max 2009, i rely much on MR PHOTOGRAPHIC EXPOSURE CONTROL and i follow the method of JEFF PATTON and JENIFFER O'CONNOR and it really works for me..mind if u share with us ur method by using both FG and GI maps? thanks for dropping by again..
Interior:
1. Set your render image size to half of your final render size.
2. Set samples per pixel to both minimum and maximum to 1/64.
3. Turn off FG when computing for GI photon map. I don't tweak the default values. Save your GI.
4. With GI computed turn on FG and compute from the lowest (draft precision) if needed move to low. (Tweak Interpolate Over Num. FG Points if blotches happen, it's my personal solution). You are now set to render for final.
5. Set your final render image size.
6. Set FG Precision to medium (mostly it's what I use) or high. I read that Jeff Patton sometime sets his Multiplier to 2 just for "artistic" reasons.
7. Render away.
Hope it helped a little.
@logikpixel..cge, i'll try ur method sir..mine takes 3 hrs of rendering..and i'll post it again for comparative analysis...thanks..
i'm doing another interior but a new proposal, of course, mental ray pa rin ang engine ko and i'm trying ur method and it seems work well than my method..it renders faster..another thing, i'm using a script right now called ctrl_ghost..do u have an idea about this? anyone? i know sir marcelinoiii mentioned this earlier and binalewala ko lg un..thanks sa tip mo sir..i'll try post more my mental ray interiors..
Last edited by taga_probins on Tue Sep 28, 2010 4:16 am; edited 1 time in total
taga_probins- CGP Apprentice
- Number of posts : 210
Age : 43
Location : VAULT 101
Registration date : 26/02/2009
Re: Mental Ray Light Integration Practice part1
ang lupiiiiiiiiit mo sir ang galing lahat
krizaliehs07- CGP Apprentice
- Number of posts : 763
Age : 45
Location : Kesong Puti & Buko Pie
Registration date : 20/07/2009
Re: Mental Ray Light Integration Practice part1
krizaliehs07 wrote:ang lupiiiiiiiiit mo sir ang galing lahat
@krizaliehs07..thanks
taga_probins- CGP Apprentice
- Number of posts : 210
Age : 43
Location : VAULT 101
Registration date : 26/02/2009
Re: Mental Ray Light Integration Practice part1
taga_probins wrote:
@logikpixel..cge, i'll try ur method sir..mine takes 3 hrs of rendering..and i'll post it again for comparative analysis...thanks..
i'm doing another interior but a new proposal, of course, mental ray pa rin ang engine ko and i'm trying ur method and it seems work well than my method..it renders faster..another thing, i'm using a script right now called ctrl_ghost..do u have an idea about this? anyone? i know sir marcelinoiii mentioned this earlier and binalewala ko lg un..thanks sa tip mo sir..i'll try post more my mental ray interiors..
Yes, I am currently "toying" around the script just check my blog in my signature below. But reading cgsociety.org ctrl_ghost isn't so much of a lighting "solution" for 3dsmax for now(for now).
It's not as stable as FG + GI. Until it get's formally implemented by autodesk I'll be sticking with these two for render solution as much as possible, thank you very much.
Re: Mental Ray Light Integration Practice part1
very nice light and coloratmosphere. I really like it very much...
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