guiltybydesign Posted November 23, 2009 Share Posted November 23, 2009 I used 3dsmax 2009, MR, Daylight system(mrsky+mrsun 4.0 multyplier) and 2 mromni lights. render settings: FG-200FGpoints, 1.0 FG points density,1bounce GI-1000photons per sample. 1min-16max samples, Mitchell In the table in the back..why the details are with such poor quality..you cant see the mug, the flowers too and the candles...I mean they are hardly recognizeable..and the two seats on the floor got some diffuse maps with .jpg files, but you cant see any of the texture-just pure colour..the stairs effect on the edges too..?? PS-thats not a final render in any way, a lot of objects dont have materials assigned to them. Link to comment Share on other sites More sharing options...
Nic H Posted November 23, 2009 Share Posted November 23, 2009 turn off bitmap blur render high res 5k high antialiasing settings (not a sharpen filter - if you need to sharpen do it in post) Link to comment Share on other sites More sharing options...
guiltybydesign Posted November 23, 2009 Author Share Posted November 23, 2009 I always turn off blur in the bitmap map.Rendering in hi-res such as 5K will take me a week to render it lol And how to turn on/adjust AA in MR...WHen I used scanline renderer there was a SUPERSAMPLING option which was quite usefull..how to do that in MR(Supersampling or AA, whichever is better) thanx Link to comment Share on other sites More sharing options...
Nic H Posted November 23, 2009 Share Posted November 23, 2009 use high res textures with proper bump and reflection maps to bring out surface detail you will have to render high res to see detail. Link to comment Share on other sites More sharing options...
guiltybydesign Posted November 23, 2009 Author Share Posted November 23, 2009 ok thanx still about the AA and supersampling in MR...any tips? Link to comment Share on other sites More sharing options...
Nic H Posted November 23, 2009 Share Posted November 23, 2009 sorry dont use MR read the manual Link to comment Share on other sites More sharing options...
DanGrover Posted November 23, 2009 Share Posted November 23, 2009 ok thanx still about the AA and supersampling in MR...any tips? It's the bit at the top of 'Renderer' in the render dialogue that's under "Sampling Quality" - 1 = 1 sample per pixel. 4 = 4 samples, etc etc. Typically for final renders you'll want at least 1/16, but for tests I find "1/4" / 4 is fine. Link to comment Share on other sites More sharing options...
wasteland giant Posted November 23, 2009 Share Posted November 23, 2009 1/16 for final is good. I think the OP's comments about not seeing texture = he rendered at super low resolution? ... well post an update at somepoint in time. Link to comment Share on other sites More sharing options...
guiltybydesign Posted November 23, 2009 Author Share Posted November 23, 2009 -are 800x600 and 1024x768 considered low resolutions for renders like that?? -also, does the scale/proprotions of the whole scene matter...I mean, does it matter if that room`s length is lets say 100units or 1000units...does it matter about the quality or the render time? -In that scene, when I convertet the generic units into metric system, my room`s length was, I think somewhere around 30metres...is that too much, or not big enough, or OK? Link to comment Share on other sites More sharing options...
Justin Hunt Posted November 24, 2009 Share Posted November 24, 2009 Scale is very important when doing GI renders, doesn't matter if its imperial or metric, as long as it's to real world measuments. That room would only be around 5 meters , not 30 meters. Correct scale will also help with the lighting and texturing. Which have some major problems, especially that the sun and sky needs to be cranked up so high. jhv Link to comment Share on other sites More sharing options...
amer abidi Posted November 24, 2009 Share Posted November 24, 2009 Only top re-iterate what Justin just said, Correct Scale is one of THE MOST IMPORTANT things in MR! GI Solution & Render Quality will change big time accordingly. Link to comment Share on other sites More sharing options...
guiltybydesign Posted November 24, 2009 Author Share Posted November 24, 2009 I knew theres something different, cause I use the same lighting and render settings as the last 2-3 interiors which I was pleased with.. So I need to select all, and scale them down..like 4-5times smaller than that.. will post a render later..thanx Link to comment Share on other sites More sharing options...
guiltybydesign Posted November 26, 2009 Author Share Posted November 26, 2009 heres a little update..Im morwe satisfied now, although there are some strange stuff..there was a ceiling in the scene, which didnt render somehow, so I put one in Photoshop..also the wall next to the wardrobe is without texture...well its not a final render, so I`ll fix some stuff I render again thats 2048x1536 original render, 500fg points I think, 1/16 AA..although there are some "stairs effect edges" here and there again...well here goes nothing Link to comment Share on other sites More sharing options...
guiltybydesign Posted November 26, 2009 Author Share Posted November 26, 2009 another render of the same bedroom Link to comment Share on other sites More sharing options...
guiltybydesign Posted December 9, 2009 Author Share Posted December 9, 2009 tried some different render settings..any better, as in quality aspect? (I noticed the wall is in the air...shame!!) Link to comment Share on other sites More sharing options...
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