Crazy Homeless Guy Posted July 8, 2008 Share Posted July 8, 2008 I have a question about the best way to deal with opacity maps in Mental Ray. Recently I completed a project where I used a lot of 2d mapped trees and bushes. Most of them rendered without to much of a problem, but in a few places the render engine slowed to a crawl, especially on the FG calculations. When setting up the tree planes, I didn't do anything special, like exclude from FG calculations, but maybe I should have. Not sure if that would have helped. I also used an opacity for a perforated metal screen on this project. It really does not seem like an efficient method for handling it. Link to comment Share on other sites More sharing options...
blowback Posted July 8, 2008 Share Posted July 8, 2008 Hey Travis, I really like some of that grass ..... is that 2d map as well. I am rendering something as we speak that is griding to a crawl ......I am wondering if thats the case? I used 2d maps with particle system to create the grass. I also use vray but I am sure the principals are the same. sorry not much help....just more questions. Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted July 8, 2008 Author Share Posted July 8, 2008 The grass is hair and fur. The 2d maps are the bushes and palm trees to the left of the sidewalk. All GI engines struggle with opacity mapped objects. If the 2d maps with the particle system have opacity, then that is most likely what is slowing your scene. Simple turn off the opacity map, and render it. Does it speed up dramatically? Link to comment Share on other sites More sharing options...
blowback Posted July 8, 2008 Share Posted July 8, 2008 It's rendering @ home. I like were the rendering was going this morning so I want it to finish first then I can test the settings. That hair & fur looks great. I can't seem to get mine to work without slaughtering my render times. I will end up xrefing a piece in front of my camera ...... not the best way to work:rolleyes: Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted July 8, 2008 Author Share Posted July 8, 2008 yes, it can be memory intensive. i rendered the hair and fur grass out in a separate pass, and comped them together. the pass with the hair and fur took 4 to 5 hours at 3500 pixels wide, and consumed 5 gigs of ram. here is a thread i started last week on it... http://www.cgarchitect.com/vb/31082-field-grass-using-hair-fur.html Link to comment Share on other sites More sharing options...
Justin Hunt Posted July 8, 2008 Share Posted July 8, 2008 For things like the trees use "Cutout", its opacity on steroids. Basically it applies a pass through instruction so rays do not see , and affect the areas being cut out by the map. Render quickly and is less intensive on calculations jhv Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted July 8, 2008 Author Share Posted July 8, 2008 I went back and double checked to see how it was set up, and for some reason I had used a standard material with an opacity map on the bushes. I will switch it when I get a chance, and see how it effect the time. Thanks. Link to comment Share on other sites More sharing options...
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