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bedroom with MentalRay


mohamedberry
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Guys...

 

i'm back with new problems & quistions :rolleyes:

now i'm working on another bedroom... got some problems with lights (as you see in the attachment), its very dark, light leakage, and shadows problem. how to make reflections blurry without using bump (i think i'll use a mix map one is raytrace but no idea about the other) :confused:

 

another issue i wanna discuss, the mrspot (when its type is set to spot) ... when using it to perform sun, the shadows are not correct (in their directions), so i used mrspot but changed its type to directional (faster calculations & accurate shadows) but the thing is i cant get the blurry effect on shadows as the shadow gets far from its caster (hope u got it right).

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what are your gi setings? can you post them so we can have a look, also what materials are you using?

usually i use mental ray shaders with a dgs (3dsmax) map in the surface slot. Diffuse, glossy and specular therefore DGS. you can have glossy reflections without using a bump map.

mrspots work fine with my renders, i turn on area shadows in the mr parameters. try adjusting the size of your area shadows. around 1.5m - 2m.

i have the same problems with the wall meeting the ceilings wherein burned areas or light leaks. i corrected this by reducing the radius of my g.i. but that will render your scene a bit dark. i compensate by jacking up the gi samples and avg gi per light to millions. then a small fg sample and leaving the radius unchecked will produce good results (depending on your scene of course).

try also increasing the trace depth of your g.i. and it will add more "bounce" to your indirect lighting.

 

hope this helps..

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well... thanx guys for the tips, i think using double ceiling is much faster (but does it realy works?), anyway... i made some updates and here attached the rendered result and also my GI settings (i liked voltaire's metal curtain shadow effect so tried to copy it :))

 

and ohh.. i usualy dont have enough time to play with the materials so i use MAX's default materials & rarely i creat a new one... i dont know what the benefit of using DGS shaders :confused: does it affect the rendering results radically ?

 

Regards

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Aaaaahhh this is why ! :D I thought something was different !

maybe you're wright about the PC screen but it does look a bit "fade" to me... oh well ! no big deal !

About the leakage, I have never got some with the FG . I beileve it comes from the photon emission and appears with the GI or the Caustic .

Since I'm working on Maya 6 with Mental Ray, we might also have different settings.

Did you ever try Turtle ? It seems a bit easier to setup ... I think .

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scooter

 

you are right, it was the FG causing the leakage, i turened it on with 200 samples & automatic radius and here is the deference (attached).

 

no i didnt try turtle... actually its my first time to hear about it :)

 

(i did a search for it and now i know that it only suports MAYA)

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Yeaaaahhhh ! That's a nice one ! that is a fload !

 

try my double ceiling ! :p

 

I'm sorry for turtle! I forgot it works only on Maya :o

This was done with MR last year .

 

SdB_650.jpg

 

I have only two lights in this scene : a far spot for the sun and on the opposit a very very low directional to ad a few back light to some objects.

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nice work there michel... i'm trying to solve the fload issue with voltaire's method (but its taking much time to calculate & render so i think i'll use ur idea in the end ;))... thanx 4 sharing ur settings, it helped (although its a different interface).

 

Update: and here is the result & the settings !! it worked but took twice the time to render :D

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For info :

The calculation took about 3:30 hour on a mono proc P IV 2.5 Go with 1 Go Ram.

But I did about 300 tests to get this result ! :D

No touch up in the final picture. I straitened the vertical perspective and change the overall tone that's all.

By the way ! I doubled the side walls as well on the spot side ! :p

Good luck and post some update soon ! ;)

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Trust me , 3 hours is not long the size was 4000 X 3000 !

can I make a suggestion ?

about the pillows :D they look to "hard", try to put a little bump in them with a light bump map ... something like this. Same for the blankets ... (you're going to hate me ! :D )

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scooter,

 

very nice image! as i am, you're having trouble with wall intersections. where two flat surfaces meet, there seem to be light leaks. the leaks are evident between the front wall and side wall intersections, also in the towel rack. in my experience, the leaks occur when the photon radius is bigger then the thickness of the walls or panels and where two flat surfaces meet.

i reduced the problem by adding fill lights (mrareaomni) at the openings, much like lighting with vray lights. then i reduce the photon radius and jack up the samples. that way i get even distribution of photons. when the distribution is good enough, a small amount of fg samples will do (500-300).

 

im currently mobile and the settings are in the desktop.i'll post some settings and the set-up once i get back.

 

good image, btw!

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Thank you Voltaire_ira, this would help !

Thank you also for the apreciation of the bathroom picture... actually something funny about the leak on the walls, most of them are not leakage, but caustic photons from the bath tub ! :D (I tried withoud the tub and they seem to desapear)

About the towel rack your definitly right ! I shall try your settings and tell you about them.

 

Lets come back on Mohamed's issue. I beleive that if the ceiling and the walls are wide enough the radius shall not come across into the room and then have a clean surface inside , no ?

I hop he gets thru with this room ; it looks already really good.

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i've been following on mohamed's progress with mentalray and he's quite a fast learner. it really took me time to figure out mr and still there are some unanswered things i need to figure out.

 

mohamed,

 

try using the dgs shader and whatever material map you're using add that same map to the photon slot.in the photon slot use a photon base shader and put the material map you used in the dgs in the diffuse, specular and transparency slot of the photon base shader...

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