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  1. Hi everybody! So this is may setup: -render is mental ray -a studio setup which contains 3 photometric lights and simple mesh with a a glossy arch& design material on it: reflection gloss: 1.0 ior: 2 in the scene there is also an hdr witch has a dimension of 2000x1000. it is plugged into a environment blur map. for the overall exposure control i using the logarithmic control. as you can see that the photometric light above is completely blurred. i used work with vray but now i want to take a closer look on mental ray. is there a way to get sharper light reflection?
  2. Hello, I use 3ds Max for quite a short time. I have problem with rendering light flat surfaces in my scene - there are dark stains on ligh flat surfaces. I took rendering setting and lights from my previous colleague - as you can see in prtscns. I use 3ds max mostly for rendering basic exterior scenes and I need the rendering to be as quick as possible with sufficient quality. I would be vary glad to get some advice. As I've written, I am beginner, trying to learn more by myself, step by step. If you need more info about my settings, please write here. Thank you very much.
  3. Hi everybody. So this is my setup: I'm working with 3dsMax 2018 and render with mental ray. Simple mesh with a ARCH&DESIGN mat on it. Reflection Gloss: 1 IOR: 2 Lighting: - 3 squared photometric Lights - HDR map plugged into an environment Blur map - The dimension of the HDR itself is 2000x1000 - Using the Logarithmic Exposure control Normally I'm working with vray but now I'm trying to taker a closer look on mental ray. As you can see that the area lights in the reflection are blurred and i can figure out why? The something happens when I'm using Area Lights instead. Please let me know.
  4. Hi, I'm finally trying out the "fog" atmosphere effect in Mental Ray and can't figure out why a white fog looks 50% grey in my scene. Light: MR Sun (part of Daylight system) Environment Map: mr Physical Sky Atmosphere effect: Fog (regular) Logarithmic Exposure Control: Active Fog Parameters: - Color set to WHITE No color map or opacity map "Exponential" box unchecked. Here is a WIP scene: Any insights? Thanks.
  5. Here's is a portion of an Interior render that I'm doing in 3ds Max using Mental ray. You can notice the noise and grains in bizarre amount on wall and on ceiling and I have no idea what's causing it. To detect the source of these grains, I tried disabling the environment, which in this case is mrPhysical sky. It does remove the grains... What setting m I missing? High anti aliasing settings does decrease this noise, but there's got to be some other culprit behind it and I think the Anti-aliasing Engine in Mental ray is being forced to work unnecessarily on something it's not supposed to. Thanks in advance for answering. Regards.
  6. Hi Folks, Does anyone know what happened to the idst-render.com website? It had some handy mental ray materials. It looks like the site just disappeared off the face of the interwebs.
  7. Hello, This is my first post in this forum. I am rendering this interior scene. I am using Maya - Mental Ray 2016. I want to get rid of these white hot spots . The image i am attaching is not completely rendered but you can tell the undesirable white hot spots. Thank you for any advice.
  8. I've worked on this for quite a long time. The client wants to see every single change. When I rendered it in the beginig I had images of an acceptable quality. The more I change the scene (adding objects or replacing materials) the worse the quality gets. After I added the brown object, I don't get shadows anymore, unless I remove the floor from my scene. I replaced the brown object with one I have made myself, but it didn't help. All the materials are Arch&design. Renderer: mental ray. How to fix it? Please help!
  9. Hi, I'm using Vray for 3ds Max and I have a question about normal map rendering. Below are two rendered textures of the same low-poly model with the same normal map. The first one was rendered with Mental Ray, and the other one below with Vray. Mental Ray: Vray: The MR texture renders all the Normal map details uniformly all across the mesh regardless of lighting and shadows but on the Vray texture, the normal map renders only in shadowy areas while areas hit by direct light show are all washed out and render almost none of the normal map details. Is this normal ? Is it possible to make Vray render normal maps the same way Mental Ray does, uniformly and regardless of lighting ? How ?
  10. Hello, I was wondering if anyone new how to fix an issue I'm having with the image below? I have tried everything I can think of, but I cannot get rid of the blotchy reflection. I would love some help on this, if anyone knows a way to fix my problem. Thanks (Sorry for the sideways picture)
  11. Hello I am trying to render an indoor scene that has no windows and the door is closed. Allthough it is daylight outside, no light can come in. I am going to put two fluorescent lights on the ceilings. I am new to 3ds max and I don't know how to set the exposure and light settings right. My questions are two fold 1) What should I set for exposure value taking into consideration the lights? 2) What value should I set for the intensity (cd or lm) of the fluorescent lights? I would greatly appreciate your help on this.
  12. Hi All, Having a few problems with 3DS Max Mental Ray 2016. So with early on scenes we've been experiencing lots of noise, which is fine as we've been able to clean them up at the expense of huge render time. Now upon switching on Render Elements the Noise half's, if not disappears totally. Any ideas? Its literally chalk and cheese regarding render times, and wed ideally not want to keep render elements on for test renders. Many thanks,
  13. Hello, I am very new to maya and mental ray and I changed a coupe of setting and now all of my renders come out in greyscale! I have no idea why this is happening and would really appreciate some help! Thank you!
  14. So I am having some difficulty with getting clean edges to render in my scene and am looking for guidance in how to solve it easily. I am using a skylight and some target spotlights to light a mostly white model with a mental ray arch & design semi glossy material. And for some reason, when I render the edges are showing some nasty shadows/dark spots along the edges. Why is this? I have found that by raising the final gather precision to "Very High", it eliminates these shadows, but the render then takes forever. And at work, I can't afford this time. I am including a screenshot of some of my render settings.
  15. I'm trying to model my designs with 3D max 2014 and render it with mental ray (the size of my files are about 400 and 800M and I have large scene to render) but when rendering process reaches to 92% I'm receiving fatal and stack overflow error which it quits the rendering process . I'm using 64 bits PC with WINDOWS and 32 G Ram, core i7 479k and vga quadro 2200. I have tried to delete the history and merge it in new file but it was not useful. I would appreciate if someone can help me.
  16. I'm learning realistic offline rendering using mental ray in 3ds Max and really confused. The material creation/testing process is SO slow. I like seeing my work in progress in real time (like in UE4), but in 3ds max its like totally guess work. Its difficult to create something like old glass details or detailed fruits and such, without taking ages to keep rendering the object and being unable to see anything through all the noise issues. How do you guys do this? Its difficult to predict lighting and get details how I want them without spending so long on rendering and checking and endless tweaking. At the end I always end up with unfinished work..
  17. Hello everyone. It´s been a long time since I begun to read this forum but until now I never decided to write, and I am doing now because I have a big doubt and the more I read the more confused I get. I´ll try to be clear: I am a 3D artist (still studying and learning) and I primarily use 3Ds Max and Vray or Mental Ray to render (still deciding which one I like the best). I´d like to begin to use Vray RT and I am trying to find out which card of the following ones you would recommend me and why: GTX 580 1,5 gb vram (120$) GTX 590 3 gb ram (split into 2 cores) (210$) GTX 780 (3gb monocore)(260$) I have read that the 580 and 590, when rendering, are about the same and they work in a very similar way since the 590 is dual core and it divides the amount of ram (and 3ds max or vray Rt can´t take advantage of both cores, just of one of them, resulting in a maximum of 1,5 gb of ram). My questions are: 1- Does Vray RT take advantage of both core´s Cuda Cores or just of one of them as it does with ram? Does it add both core´s Cuda Cores number when rendering? 2- What are the advantages of a 590 when compared with a 580? This is a little confusing to me. It behaves like two 580s in Sli. 3- What advantages does this have in relation to using a simple core Gtx 580? Is it worth it the extra cost? 4- And about 780, which has a simple core with 3gb of ram; should I go for it? 5- What about the behaviour of the viewport? Does it drastically change when using one or another of the listed cards? Thanks a lot in advance! I´d really appreciate if someone could clarify this to me.
  18. The following tutorial depicts the process of grabbing the Google street view map and automatically transforming it into a full panoramic map, followed by inserting it into a 3D environment, for reflections. The article can be found in the following link: http://jamiecardoso-mentalray.blogspot.co.uk/2015/01/google-maps-to-streetview-grabber.html .
  19. Check out this new extensive article about tips & tricks for Architectural visualisation http://jamiecardoso-mentalray.blogspot.co.uk/2015/02/visualisation.html I hope you find it useful! Ta J
  20. Hi all, I have been struggling to find a method to render a clipped view. I have manually clipped a camera view in 3ds Max 2015 with mental ray and looks correct in viewport but it will not render clipped. I am aware of the slice modifier, and have used it prevously, but am looking to maintain the actual lighting quality prior to the slice. I have found theads indicating to turn on scanline under rendering algorithms but this option does not appear to be in 2015. Any suggestions? Thanks
  21. Hi all, Please could someone shed some light (no pun intended) on how to add additional lights to my scene to create a more realistic effect. With my current knowledge applied to the daylight system settings, I feel the composition's lighting looks dull and bleak. I am an amateur, as I'm sure you can tell, addicted to learning more about CG so any input is great. Thanks in advance. Buzzy
  22. Hello, Long time lurker, newbie poster. I have been trying, to no avail, to create the type of volumetric lighting found in the following reference image: I have used multiple water materials, tried both methods of volumetrics, I have even used a transparent, non-reflective material to represent water just for a test and I can't get anything to work. With volumetrics enabled through the parti_volume shader, I can get volumetrics that start at the water's surface, but anything beneath the surface is simply not there. I have also tried a cube for the water as well as a simple plane. Either way (and with the correct options in the material for planar vs. solid geometry in the water material) gives the same failed result. The following is the photometric target light with the sun and sky off, first with the water material, second with the material off. I have done a lot of googling, reading, and such. There are a ton of tutorials on underwater scenes, water textures, and volumetric lighting, none of which help with the specific issue I'm trying to wrap my head around. And the scene file, should anyone want to play with it. It's a basic file so I could play around with settings before I roll it out to the larger project. pool test.zip Thanks!
  23. Hi all, Anyone know how to produce RGB masks like what you can achieve in Vray with RGB Wire colour? Currently use Object ID (which isn't great) and The mask pass. Cheers!
  24. After working on the model a bit, the renderer all of the sudden started rendering in 12 passes instead of what I'm use to seeing with threads working across the image completing the image gradually. The rendered frame window stays completely black until one pass is completed, shown in the attached image, rather than threads showing up and seeing the incremental final gather calculation process. resulting images are very dark images that get more and more details filled in with each pass. I'm not sure what setting I changed, but I reset the renderer to see if it would solve the issue but did not work. Can anyone help me find how to change the rendering method back to the 1 pass method?? Thank you, Louis
  25. hi there,i'm new to forum and i really looked into every possible solution but couldn't find it,so i decided to make new account and maybe someone can help me/you can see problem on fridge and microvawe in attached image,how to get rid of noise,i use daylight system and mental ray.Thanks in advance!
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