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Problem Environmental Map rendering in Mental Ray


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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

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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.

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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.

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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 by daniohayon
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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

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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 by daniohayon
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