nisus Posted December 2, 2003 Author Share Posted December 2, 2003 Hi jucaro, In the main time I've tried (almost) your first settings GI 50 Photons 100 FG set to 50 Energy 100000 decay 2.0 caustic 1000 (not active) GI 50 Logarithmic exposures enabled to 65,60,1,1500 Affect Indirect only checked ideal diffuse (no windows) unaltered max3.1 materials (no windows) unaltered max 3.1 materials (with windows: standard max6 architectural glass) The results are fine for now. I will be changing the materials later, but have to get more insight in MR first I'm gonna try your new settings - from the first image you posted - soon... I'm not so found of the second image. Where does one set the GI range so one doens't need a sphere? From the render preview (exposure control) I see my initial problem of disco spots has returned (on the max 3.1 materials) so I'm gonna try it with the ideal diffuse first... tnx a lot, rgds nisus Link to comment Share on other sites More sharing options...
nisus Posted December 3, 2003 Author Share Posted December 3, 2003 Hi Che, Are you using a daylight system? Or just a sunlight? (I'm only trying the sun for now...) rgds nisus Link to comment Share on other sites More sharing options...
stefkeB Posted December 3, 2003 Share Posted December 3, 2003 I bump on a few incompatibilities: IES Sun not supported Automatic Exposure not supported (Logarithmic is supported) Radiosity not supported Texture Baking not supported I can live with limitations, but I was hoping for these things to be compatible (at least, that's how it was told on the official 3ds max launch on the demo). But all in all, the Mental Ray rendering plugin is working very well. Now we still have to learn what it's advantages are over scanline. I guess the faster raytracing, better displacement and motion blur, but I can be wrong. And of course some special shader support. Link to comment Share on other sites More sharing options...
CHE Posted December 3, 2003 Share Posted December 3, 2003 Are you using a daylight system? Or just a sunlight? (I'm only trying the sun for now...) HDRI map for illumination Link to comment Share on other sites More sharing options...
nisus Posted December 3, 2003 Author Share Posted December 3, 2003 incompatibilities Well, for a native max3.1 user I don't feel sad about this... most features are but new :ppp nisus Link to comment Share on other sites More sharing options...
CHE Posted December 3, 2003 Share Posted December 3, 2003 Hi all, I have been following this post, it's very informative. I'm trying to upgrade to MAX 6 too, so I gave the demo a try. I basically used some of the tips that were posted here and played around with the rest of the settings. The model isn't finished yet, no chamfers, it's raw. Anyway, these are some of my numbers: Render time 4:25 min total. HDRI GI&Photons 50 FG 1000 Samplers Min 1 max 4 GI and Photons max radius 256' Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted December 3, 2003 Share Posted December 3, 2003 FYI ....this probably belongs in 3rd party renderer's, but since i already added to this thread. ...my splotches were caused by an object that had a 3dmax surface style with a diffuse map, but no uvw coordinates. i added the uvw cords, and everything rendered fine. Originally posted by crazy homeless guy: hi nisus. a similar thing happened to me last wed before i left for thanksgiving. i am just getting back to it now. i will probably just re-start with one of the previous saves before my file went corrupt, instead of trouble shooting what caused the problem. however, if it helps, i am getting errors in my vray dialog box. the errors say: warning: Material returned overbright or invalid color not sure if this is a vray thing or a max thing. Link to comment Share on other sites More sharing options...
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