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Noise Map in 3Ds Max Mental Ray


yourfather
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Hello everyone.

 

I have a few questions im hoping someone can help me with.

 

1. I added a Noise Map to the Bumb channel. The noise "Size" is set to 25. In the "Material Slot" the noise looks really bumpy but when i apply it to a box 4x4x.125 inches, the bumps dont show. Any idea why?

 

 

2. I am sticking with Mental Ray because it comes with 3Ds Max. Though I see that most people I see online and especially ArchViz artists use V-Ray. It is my goal to create ArchViz Images as well. Am I doing myself a disservice by learning Mental Ray instead of V-Ray?

 

 

Any help would be appreacated.

Edited by yourfather
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Hi RS,

 

With the noise map it will be to do with the UVW mapping of the box. By default the noise map is applied in object XYZ space mode. Meaning it defines its mapping by the size of the objects XYZ. If you want to see in the viewport what size it will appear check the "show standard Map in viewport" toggle in the material editor. You can then adjust up or down accordingly until it is the scale you want it but you will probably find the texture will stretch depending on the shape of the object.

 

Another option would be to put a UVW map modifier on the box, use box mapping. give it equal length, width and height (in your case something like 4x4x4). change the noise texture mapping mode mode to explicit map channel. At this stage you will probably need to reduce the "size" depending what bump effect you are looking for. Hopefully that helps a bit.

 

Regarding renderers, use what you feel comfortable with. I have used Mental Ray for years, and it is more than capable of matching Vray in the right hands. Although i have to admit i have been getting very jaded with Mental ray and the constant work a rounds and hacks required to match Vray out of the box. Especially when things don't work as they should or just have poorer performance.

 

Bottom line is if you can afford it and want Vray get it. Otherwise stick with Mental ray and learn to harness it and produce stunning work. Once you know one its not too hard to make the switch at a later date if required. Its just a tool in the end.

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Curtis,

 

I just would like to know a few things about Mental Ray and the problems it has.

 

Can you explain?

 

If I am doing ArchViz for Interior Daylight scenes and Night scenes and usually sticking with the Arch & Design materials and some photometric lights, would I run into the problems that seem to happen with Mental Ray?

Edited by yourfather
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No problems with your workflow, stick to A&D materials and photometric lights. As i said, Mental ray is more than capable of matching Vray or any other rendering engine out there. My issues with it are probably mainly its implementation within Max and it feels a little behind in its technology but this is improving.

 

I find the work a rounds required with mental ray has tipped the scales for me, and sometimes i spend too much time troubleshooting things. My main gripes are the same as most who work with mental ray all the time. Hidden shaders, Poor self illumination lighting requiring high Final Gather to do anything useful, Memory and stability issues. I also find Final gather can be a real pain when trying to resolve high contrast areas, for example cove lighting (which links back to poor self illuminated materials). There is probably quite a few i haven't mentioned.

 

With regards to my time playing with Vray, it seems to be much more memory efficient, The proxies cause no issues, Displacement seems to use much less memory and is quicker, HDRIs are handled much better, not to mention the support of both the developer and the community is fantastic.

 

Now before this becomes a VRAY vs Mental ray, its not meant to be. This is just my opinion from working with mental ray for a while. I do love mental ray and will continue to use both. So far i find mental ray faster to get going and do test renders with, but this may be due to my unfamiliarity with Vray.

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