nisus Posted February 25, 2005 Share Posted February 25, 2005 Hi All, I'm using MR but my scenes lack the 'dirtmap'/'gi*'/'ao*'-look imho... I'm searching to add more of this into my scenes... As far as I've noticed, the skylight/IES sky does not effect an exterior scene using MR. I've played around adding AO-shaders in the lighting Mental Ray LIght Shaders pad, but with no useable results. I can make images that sort of look like AO, but I'd like to add this into the same pass using MR. Anyone good a clue upon a good/useable workflow? Any tips are most welcome. rgds, nisus *GI= Global Illumination *AO= Ambient Occlusion Link to comment Share on other sites More sharing options...
nisus Posted February 25, 2005 Author Share Posted February 25, 2005 Hi again, It would be great to hear how YOU setup for AO-files in max7 too ,-) rgds nisus Link to comment Share on other sites More sharing options...
mbr Posted February 25, 2005 Share Posted February 25, 2005 Is Final Gather on? I believe you need this on to get the skylight to work. I am not a MR user, though. I'll try to post again if I find the answer. Link to comment Share on other sites More sharing options...
archkre Posted February 25, 2005 Share Posted February 25, 2005 "I'm using MR but my scenes lack the 'dirtmap'/'gi'/'ao'-look imho" Please , try not to use such hermetic jargon! I don't get a thing of what you mean! Thanks Link to comment Share on other sites More sharing options...
Tim Nelson Posted February 25, 2005 Share Posted February 25, 2005 "I'm using MR but my scenes lack the 'dirtmap'/'gi'/'ao'-look imho" Please , try not to use such hermetic jargon! I don't get a thing of what you mean! Thanks Hmm, I don't think any of his terms would fall under the category of 'hermetic' which actually means: 1. Completely sealed, especially against the escape or entry of air. 2. Impervious to outside interference or influence: the hermetic confines of an isolated life. 3. often Hermetic a. Mythology. Of or relating to Hermes Trismegistus or the works ascribed to him. b. Having to do with the occult sciences, especially alchemy; magical. If you don't know any of his terms, or have never even heard of them, then maybe it's best to leave it to somebody else to answer. And on that note...Nisus, sorry I don't use MR so I can't help you out. I just found the 'jargon' comment a little inappropriate. Link to comment Share on other sites More sharing options...
rivoli Posted February 25, 2005 Share Posted February 25, 2005 "I'm using MR but my scenes lack the 'dirtmap'/'gi'/'ao'-look imho" Please , try not to use such hermetic jargon! I don't get a thing of what you mean! Thanks gi = global illumination ao = ambient occlusion dirtmap = a mental ray map not that difficult, it's a correct way to call things in a kind of 3d related techincal vocabulary. Link to comment Share on other sites More sharing options...
vertexART Posted February 25, 2005 Share Posted February 25, 2005 Hi Nisus, as mbr said you need to enable FG to get skylight to work. As for amb/occ shader effect, I use a standard material, with a/o map as diffuse. Then play with it's settings, but keep it's sample count reasonable( The pic is with 8 samples in a/o and 1000 in FG. Render time 37secs You can also enable 'material override' in processing panel, which will use the a/o mat for the whole scene. Hope it helps some and post some pics of your effort! Link to comment Share on other sites More sharing options...
IC Posted February 25, 2005 Share Posted February 25, 2005 MR!?! Hey stop talking like a vacuum flask! I think the term dirtmap applies to more than just one render engine-it's a generic name for methods of applying 'dirt' in little nooks and crannies. Link to comment Share on other sites More sharing options...
nisus Posted February 25, 2005 Author Share Posted February 25, 2005 Hi all, héhé on the vocabulary... I simply like these shortcuts, because it's handy and almost slang for regulars... like someone said... don't understand it??? Leave! ,-p Vertexart: I've tried the use of the shader in the diffuse slot, also in the self illumination slot, giving good results for a map by itself, but I want it 'automatically' overlayed over all materials... a bit like an RGB-multiply overlay... but without having to remake all scene materials... Any clue? rgds nisus Link to comment Share on other sites More sharing options...
vertexART Posted February 25, 2005 Share Posted February 25, 2005 a bit like an RGB-multiply overlay... but without having to remake all scene materials... Any clue? No, sorry. IMHO, I don't think you can without remaking the materials. Or if U use the good old method of PS post production:) Because dirtmap renders existed even before MR3.3, I kinda got used to this method. Render the image with original materials, then re-render with a/o mat, and then blend them in PS or any other. you can also try rendering the elements within Max. Cheers Link to comment Share on other sites More sharing options...
rivoli Posted February 25, 2005 Share Posted February 25, 2005 as vertexart said i don't think there are other methods then passes to render with dirtmap. the other way, without an ambiebt occlusion pass, is, as mbr said, to use skylight and fg (yes, you need fg to make skylight work). as for the attached image: skylight+fg (if it looks close to what you're after). Link to comment Share on other sites More sharing options...
nisus Posted February 25, 2005 Author Share Posted February 25, 2005 Hi all, I understand the problems and possibilities... I got LOTS of issues using FG (with glass, photons, and a huge rendering time) since moving from max6. Basicly, my setup in max 6 was ONLY FG (no GI), in max 7 it's ONLY GI (no FG)... things have changed...! --> so I need some AO somewhere... Read somewhere it 'might' be possible adding an omni (ambient only) with an AO-shader in the MR lighting setup?? Anyone knows about a workflow for this technique? But I don't take NO for an answer ,-pp Still looking for a way, just because it would be a great timesaver ,-) nisus Link to comment Share on other sites More sharing options...
rivoli Posted February 25, 2005 Share Posted February 25, 2005 does it have anything to do with us? http://www.cgtalk.com/showthread.php?t=180205&highlight=ambient+occlusion i'm sorry nisus but we don't have max7, so i don't know how it works (if it does work). EDIT found this one: http://www.christopher-thomas.net/pages/free_tutorials/tut_ambient_occlusion_shader/ct_tut_mentalray_ambientocclusion_shader.htm Link to comment Share on other sites More sharing options...
nisus Posted February 25, 2005 Author Share Posted February 25, 2005 Tnx rivoli. The first link is the technique I tried (with the MR-shader...) Second is one have read earlier today (and months ago)... unfortunately, it's NOT about workflow... Imho tutorials NEVER are, which make them SOOO BAADDD... tutorials are about this an this setting for this particulare scene... turns one head into a mess! I want workflow tutorials... ain't that right Ted! nisus Link to comment Share on other sites More sharing options...
rivoli Posted February 25, 2005 Share Posted February 25, 2005 you're more than welcome, but anyway, eventually i got the point. it seems you'll have to come up with a workflow on your own. please, please don't say AO anymore. just don't. Link to comment Share on other sites More sharing options...
Jeff Mottle Posted February 25, 2005 Share Posted February 25, 2005 Hey Nisus, Check this out. Much easier and better than the built in AO shader http://perso.wanadoo.fr/ronchin.basket/umxprime/tutorials/AO/ Link to comment Share on other sites More sharing options...
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