AJLynn Posted October 30, 2006 Share Posted October 30, 2006 Thought I'd share a couple quick images I did while teaching myself the new mr features. Both are with only Arch&Design materials, and FG for the lighting. Both came in under 1.5 hours (using my Macbook Pro with the Core 2 Duo as a render node). One's got interior lighting with spotlights from the ceiling and 2 fills, the other is mr sun&sky, and the secret Glare shader. Next step is getting some more things into the exterior and doing a camera animation. Link to comment Share on other sites More sharing options...
CHE Posted October 30, 2006 Share Posted October 30, 2006 Nice test AJLynn. 1.5hrs is really impressive for all that geometry and all those reflective elements. One question, regarding your MacBook Pro. Did you buy an upgrade to the new CPU (Core 2 Duo)? Link to comment Share on other sites More sharing options...
AJLynn Posted October 30, 2006 Author Share Posted October 30, 2006 mr raytraces like a bat out of hell, the reflections are mostly subsampled and polygon count doesn't appear to matter with FG - it's pretty much like that with gathering GI in general, so that part's not anything new, but I'm liking the way it deals with glossies. There's even a bit of glossy reflection on all that light gray material in the second one, and mr is unfazed. Needless to say, I'm impressed. No, the Mac is the same one I've had. Can you actually upgrade these? I expect this one to last me a while. Link to comment Share on other sites More sharing options...
CHE Posted October 30, 2006 Share Posted October 30, 2006 Can you actually upgrade these? I expect this one to last me a while. I am not sure, I was just wondering. I too expect my MBP to last for a while. BTW, do you have any issues with your video card "reseting" (freezing and blacking out for a minute) under windows? Keep posting your MR test results. Link to comment Share on other sites More sharing options...
AJLynn Posted October 30, 2006 Author Share Posted October 30, 2006 I've never had that happen with my video card. Are you using yours with Apple's drivers? I am since I had the drive replaced and haven't had any problems, though before that with the FireGL mod and ATI Tray Tools doing clock speed control I had an occasional flicker. Link to comment Share on other sites More sharing options...
CHE Posted October 30, 2006 Share Posted October 30, 2006 I have had that problem since day one. I installed the drivers that boot camp generated during the installation. I since then installed the new drivers that came with 1.1.1 beta but it didn't fix the problem. What drivers are you using? Link to comment Share on other sites More sharing options...
AJLynn Posted October 30, 2006 Author Share Posted October 30, 2006 Same as you - Bootcamp b1.1.1 Link to comment Share on other sites More sharing options...
eksg Posted October 30, 2006 Share Posted October 30, 2006 ei!!! nice! Link to comment Share on other sites More sharing options...
kippu Posted October 30, 2006 Share Posted October 30, 2006 andrew ,, me wondering if you can knock out a simple tutorial with mentalray for exterior using sun /sky? please,,, pretty please? Link to comment Share on other sites More sharing options...
AJLynn Posted October 30, 2006 Author Share Posted October 30, 2006 Sure, maybe later today, but I can tell you now: -Set up standard Max Daylight system (say yes to the exposure control question) -Go to Daylight System's properties and change type dropdowns for both sun and sky to mr Sun and mr Sky (say yes to sky environment map question) -Set up Final Gather (it's good to specify an FG map file to save) -Use Environment panel's test render to adjust brightness/contrast -Render -You may need to do a 1.8 gamma correction on your saved file depending on how you're set up. Link to comment Share on other sites More sharing options...
AJLynn Posted October 30, 2006 Author Share Posted October 30, 2006 In case anybody was wondering, FG does make a big difference even with metal surfaces. The materials in here are A&D chrome, aniso metal, red glazed ceramic, wood and there's a polished concrete base not visible in the shot - all pretty close to defaults with minor modifications, and there's a Swirl map in the Haze slot of the mr sky shader. Link to comment Share on other sites More sharing options...
kippu Posted October 30, 2006 Share Posted October 30, 2006 hmmm interesting ... let me try through quick notes and post my results here if you dont mind Link to comment Share on other sites More sharing options...
AJLynn Posted October 30, 2006 Author Share Posted October 30, 2006 Please do. Maybe we can get some threads on new mr stuff with tutorials going. Link to comment Share on other sites More sharing options...
Justin Hunt Posted October 30, 2006 Share Posted October 30, 2006 Very nice AJLynn, how did you go with the Sponza tests you were doing? JHV Link to comment Share on other sites More sharing options...
AJLynn Posted October 30, 2006 Author Share Posted October 30, 2006 I got the Sponza to render pretty well, but with render time hit. I think that as far as that kind of multibounce light propagation, Vray still wins, but now that I know a bit more about mr I'll have another go at it later. The inside of the Sibenik cathedral was pretty much a lost cause. Fortunately my firm doesn't design cathedrals. Link to comment Share on other sites More sharing options...
Justin Hunt Posted October 30, 2006 Share Posted October 30, 2006 I tend to agree that the catherdral is a lost cause, it wasn't modelled correctly from the start with tended to compound issuse. Have fun JHV Link to comment Share on other sites More sharing options...
AJLynn Posted October 31, 2006 Author Share Posted October 31, 2006 I redid the Sponza scene. Working with one FGM file, with 4 diffuse bounces and max depth at 9, on the Core2 Duo, the first frame was 56 minutes, the second and third were in the 20-30 range, then the fourth (the inside shot) was 52. Link to comment Share on other sites More sharing options...
Justin Hunt Posted October 31, 2006 Share Posted October 31, 2006 Cool, just a couple of things, increase the max depth to 20 and I think the sun shadow samples are too low, ie too much noise, increase it to 50 for cleaner shadows. What are your exposure settings? I have found that I have had to turn the sun intensity right down to avoid burnout. Have you found this too? JHV Link to comment Share on other sites More sharing options...
AJLynn Posted October 31, 2006 Author Share Posted October 31, 2006 Here it is with 7 bounces, FG depth=20, still in Medium, render time 6 hours. Link to comment Share on other sites More sharing options...
F J Posted November 3, 2006 Share Posted November 3, 2006 oh SNAP! that is perfect! did u do all that?? what is the proceedure for brick texture dirt/fissures? same texture for everything or dedicated texture every here n there? really nice! wtg! Link to comment Share on other sites More sharing options...
AJLynn Posted November 3, 2006 Author Share Posted November 3, 2006 Actually that's a standard scene that everybody uses to do light propagation studies - I just downloaded it and changed the materials to mental ray. Google "sponza atrium" to find the downloads and a gallery of renders. Link to comment Share on other sites More sharing options...
AJLynn Posted November 3, 2006 Author Share Posted November 3, 2006 Here's one with geometry based lighting, with the Max9 file. Requires the Greeble plugin. The teapot has a mental ray material with an Output shader with a Gradient Ramp map to get the colors. When I crank up the Output shader enough to get the lighting, it blows out the color of the teapot to white. Anybody know a way to do it without that happening? I think the color on the walls would make more sense if you could see them on the teapot. Render time 2:51:26 on a Pentium D 2.8GHz. Link to comment Share on other sites More sharing options...
Justin Hunt Posted November 5, 2006 Share Posted November 5, 2006 Just a thought, how about duplicating the teapot, apply a material with the same gradient but without the output, and make the "output" teapot invisible to camera? There must be a way to do it by shader, just have to play to find out JHV Link to comment Share on other sites More sharing options...
Greg McDowell Posted November 7, 2006 Share Posted November 7, 2006 Your second rendering (greebles3) has an obvious high polygon count. When I try rendering a high poly model in Mental Ray I'm forced to wait nearly 30 minutes before anything significant happens... it takes about 15 minutes before absolutely anything happens and then it takes another 15 minutes or so to "Prepare Objects". I don't have any counts available right now but when I try a scanline render it moves along just fine. Is this right? Is there anything I can do about it (besides hide the objects or reduce poly count)? If this is what I can expect (which was a bit of a shock to be honest) then I'm not sure how I'm going to be able to use MR... Link to comment Share on other sites More sharing options...
AJLynn Posted November 7, 2006 Author Share Posted November 7, 2006 It doesn't take long for me - I never timed it but it's well under a minute. How high poly are you talking about here? Is it a RAM or CPU speed issue? I haven't tried these on anything less than a Pentium D 2.8 and 2GB. Link to comment Share on other sites More sharing options...
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