Jump to content

Need help with Interior Lighting & Materials in Mental Ray


GrimlockJE
 Share

Recommended Posts

Hello CGarchitect forum members,

 

I am new to rendering in Mental Ray and I'm having trouble wrapping my head around all of these settings.

 

I've tried various tutorials and reached the point where I am now.

 

I'm posting my test renders and settings in hopes that someone may see what I am doing wrong.

 

For Test_19 I used FG + GI combo (each photometric downlight emitting 10,000 photons). Also using Arch + Design materials and ProMaterials. Colors looks good (a bit washed out but still okay) and for some reason I'm getting all of the "white spots" or "artifacts" (as I've learned they are called). Particularly on the metal materials but also seen in the wood chairs and floor tiles. Very grainy bunches of white spots instead of smooth gradients. Me = dumbfounded....

 

I discovered that if I set the material's reflectivity value to zero the white spots disappeared. But this seems like a lame solution and compromises the photorealism. I just feel like I'm doing something inherently wrong.

 

For Test_20 I increased the FG quality and elimated GI altogether. Took about 4 hrs to render. Colors are still good but everything is starting to get blotchy.

 

What's the best method to use in my case? FG+GI combo or just straight FG? Is there any way I can massage the settings to give me better render times with reasonable photorealism?

 

FYI I'm using Gamma/Lut correction of 2.2.

And I'm running 3DS Max Design 2010.

 

Any feedback, thoughts, or comments and any advice is greatly appreciated.

Thanks!

Link to comment
Share on other sites

HEllo GrimlockJE

 

Just one thing. Put Diffuse bounces in FG to 10 (now you have 0). Before render, put FG slide to minimum (Draft). For interiors, FG+GI is the best. MR is far the best rendering (and it's included in the package!).

 

Maybe you need to adjust exposure, give me back your comments.

 

Thanks

Pablo

Link to comment
Share on other sites

generally the slodges are caused by your Photon radius being too small.

 

Also check the Glossy refelection samples , the default of 8 is often too low

 

If the image is looking too flat then play with the exposure control settings to bring contrast back

 

pmaggia, when using Photons then FG diffuse bounces must be 0, any more are automatically discarded.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...