View Full Version : Test Render in Mental Ray for Upcoming Project
oneinfiniteloop
06-27-2006, 09:13 PM
Here is a test render for a project I'm working on. Model done in Maya, render setup as follows:
White cyc for background, with two 'reflector' boards on either side of model.
2 Point lights with intensity in the 5-6k ranger, Quadratic falloff, emit photons on set to 8000
1 Spot light with same settings except a 10k intensity
All lights had raytracing on
Rendered in Production quality setting in Mental Ray for Maya, Global Illum set to 1000 and accuracy to 500 with refractions set at 3 and reflections at 7. I was trying to use Final Gather as well, but I didn't like the results, so if anyone knows any tips I would love to hear them.
Raytracing set to on and high, and that's about it. Feedback is appreciated...
http://www.a2visual.com/woodyGI2.jpg
Anhar Miah
06-28-2006, 06:44 PM
Hey thats not bad, keep on tryin'
Anhar
Matt Grunau
06-28-2006, 07:50 PM
Lose the Global illumination. You are prolly taking a render hit you dont need.
the three way light setup you have is more than enough to light that scene.
Instead of Radiosity, try using area lights. They may give a more accurate shadow falloff, and since you were already rendering with Radiosity, you might not increase your render.
Maya has the ability to render Multipass. Use it, learn it, love it. The ability to tweak individual elements of a render is invaluable.
oneinfiniteloop
06-29-2006, 05:59 AM
Lose the Global illumination. You are prolly taking a render hit you dont need.
the three way light setup you have is more than enough to light that scene.
Instead of Radiosity, try using area lights. They may give a more accurate shadow falloff, and since you were already rendering with Radiosity, you might not increase your render.
Maya has the ability to render Multipass. Use it, learn it, love it. The ability to tweak individual elements of a render is invaluable.
I always use mutlipass for any final renders...I'm actually working on perfecting my set up for a 3 point lighting rig in Shake using ambient occlusion, HDRi, normals, etc...
I was reading up on area lights last night and I might switch some stuff over, especially when I go to animate it, after I rebuild my skeleton rig I screwed up.
Matt Grunau
06-29-2006, 08:40 AM
I always use mutlipass for any final renders...I'm actually working on perfecting my set up for a 3 point lighting rig in Shake using ambient occlusion, HDRi, normals, etc...
I was reading up on area lights last night and I might switch some stuff over, especially when I go to animate it, after I rebuild my skeleton rig I screwed up.
Cool. Multipass good.
How did you screw up your rig?
oneinfiniteloop
06-29-2006, 12:54 PM
I don't know, the foot is all messed up as well as the knee joints. I think I might have also set my driven keys for the feet wrong. I was using a primitve human skeleton tutorial and trying to adapt it to the joints on a mannequin, thinking it would be easier, so I skipped a few steps. I have since learned that you can't skip steps in Maya, lol!