uhofmann Posted July 8, 2008 Share Posted July 8, 2008 Hi To all, since a few days i tried to solve a problem but i don't get the point: Software: 3dmax 2009 design Render: hosted Mental Ray I want to render a house, with mr_sun and mr_sky, i added the mr_physical_Sky shader ... in enviromental render setting. this works. But i want a picture with clouds, so í added instead of the mr_physical_Sky a bitmap with blue sky and clouds, but when i render the background is black instead of the clouds and blue sky. Do i unterstand something wrong?? Thanks for helping Uwe Link to comment Share on other sites More sharing options...
SandmanNinja Posted July 8, 2008 Share Posted July 8, 2008 I think you have to crank the multiplier on the output of the cloud jpg REALLY HIGH.... Just to make sure I understand, you've used a custom map in the mrPhysical Sky, right? Link to comment Share on other sites More sharing options...
Justin Hunt Posted July 8, 2008 Share Posted July 8, 2008 for a full and detailed expination of whats really going on read Master Zaps Blog http://mentalraytips.blogspot.com/ look for "Why does mental ray Render (my background) Black? Undestanding the new Physical Scale settings " jhv Link to comment Share on other sites More sharing options...
Ky Lane Posted July 9, 2008 Share Posted July 9, 2008 What I do is, use the mrphysicalsky, and add the bitmap to the haze channel, and up the bitmaps output to between 10-20.... Link to comment Share on other sites More sharing options...
uhofmann Posted July 9, 2008 Author Share Posted July 9, 2008 I think you have to crank the multiplier on the output of the cloud jpg REALLY HIGH.... Just to make sure I understand, you've used a custom map in the mrPhysical Sky, right? Yes custom map on mrPhysical Sky. Link to comment Share on other sites More sharing options...
uhofmann Posted July 9, 2008 Author Share Posted July 9, 2008 Now it works - the high output solved it and you have to adjust in the bitmap/map output the RGB curve to control the kontrast and the gamma. But the next effekt which appears in my mockup installation ist that the skybitmap dont mirrors in mirror surfaces . - funny ne? the material on the sphere in the attached picture is chrome, you see it reflects the basic skycolor and the ground but not the skybitmap. Link to comment Share on other sites More sharing options...
SandmanNinja Posted July 9, 2008 Share Posted July 9, 2008 Yeah, I brought in one of the sunset panoramics from the ArchMat folder and made the multiplier 20. Not as vibrant as a HDRI, but it offers some variety over the solid blue. Link to comment Share on other sites More sharing options...
Ky Lane Posted July 9, 2008 Share Posted July 9, 2008 Well, heres my solution if interested, based on this Sorry, 3DsMax2009Dx86 and MR... Link to comment Share on other sites More sharing options...
uhofmann Posted July 9, 2008 Author Share Posted July 9, 2008 So works now tried different sun settings. The only thing i didn't found realy out. how you did in the scene the lensflare. Link to comment Share on other sites More sharing options...
uhofmann Posted July 9, 2008 Author Share Posted July 9, 2008 here also some pics Link to comment Share on other sites More sharing options...
neko Posted July 9, 2008 Share Posted July 9, 2008 i learned something new today - thanks Link to comment Share on other sites More sharing options...
daniohayon Posted July 10, 2008 Share Posted July 10, 2008 (edited) Personally I don't like using the haze channel in mr Physical Sky to produce the visible sky. I like the sky to be perfectly visible with all its color and sharpness. The 'haze' way is ok but you are trashing so much good information of the sky map since the haze does what it suppose to do - generate haze, which changes your sky's clarity. Now, if you really like your sky to be juicy as I do try this: Switch the Physical scale in your environment to Unitless and set it to 75000. Place your sky map in the environment and set it up as in the image. Render. You can see the difference generated from the same map while in the haze channel and as the method shown above. The one drawback with this is that you have to set the Daylight system intensity to match your environment map, which is not a big deal compared with the results. Edited July 10, 2008 by daniohayon Link to comment Share on other sites More sharing options...
uhofmann Posted July 10, 2008 Author Share Posted July 10, 2008 Personally I don't like using the haze channel in mr Physical Sky to produce the visible sky. I like the sky to be perfectly visible with all its color and sharpness. The 'haze' way is ok but you are trashing so much good information of the sky map since the haze does what it suppose to do - generate haze, which changes your sky's clarity. Now, if you really like your sky to be juicy as I do try this: Switch the Physical scale in your environment to Unitless and set it to 75000. Place your sky map in the environment and set it up as in the image. Render. You can see the difference generated from the same map while in the haze channel and as the method shown above. The one drawback with this is that you have to set the Daylight system intensity to match your environment map, which is not a big deal compared with the results. That looks good, i think it is a good solution for daytime, but the haze works very good for sunsets and risings. by the way, where is this nice tree from? Cheeers Uwe Link to comment Share on other sites More sharing options...
daniohayon Posted July 10, 2008 Share Posted July 10, 2008 (edited) That looks good, i think it is a good solution for daytime, but the haze works very good for sunsets and risings. by the way, where is this nice tree from? Cheeers Uwe ...unless you can find a real sunset map...http://www.cgtextures.com/ got some excellent maps. The tree is Onyx. I wanted to make a bonsai and this is a scaled version of that tree from the last Proxy experiment Edited July 10, 2008 by daniohayon Link to comment Share on other sites More sharing options...
Ky Lane Posted July 11, 2008 Share Posted July 11, 2008 You can also up the output of the haze bitmap to 25+ and its just as strong. Link to comment Share on other sites More sharing options...
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