![]() ![]() There are still cases where it might be better as your ordinary “i use it everytime because everyone else does it as well” renderer these days and so i hope that ADSK will keep it inside of Max and im looking forward to Nvidia holding the contract with them … and continuing development of course. Which leads me back to the topic: Mental Ray isnt dead. so in such particular cases Vray might really not be the best choice. and honestly: i think its not really speaking for a renderer if you need to rely on the post to get proper self illumination. the only light source i often use is a direct light but this is mostly used to create a stack of volume light that is then comped over in the post. But when it comes to lighting i rely a lot on self-illumination and indirect illumination in general in fact: lots of my scenes do not even have actual light sources because creating the look im after works better when i have self-illuminated materials that are often also animated and some additional light support by a dimmed HDRI. Yeah, as i said: it may be that i not went deep enough into VRay in the short time i was able to test drive it. And i started working (and learning) in 3D at times where lots of people still rendered with Brazil R/S So … no, mental ray is still one of the best renderers i worked with. I work on limited processing power so i mostly need speed - as much as possible. Actually mental ray - in most cases - is even faster than VRay in my case. ![]() Saving images for comparison directly is nice damn RAM-Player ) i found no real improvement in rendering compared to mental ray. Im working on VFX mostly, lots of Fume as well and apart from the Framebuffer (which is cool in Vray, no doubt. Maybe it also has to do with me not spending enough time getting into this renderer but for now i will continue to work with Mental Ray for as long as possible. Overall im not happy with the Edu Version of VRay i recently aquired. Oh and it also eliminates the need to translate the stuff, so my renders start instantly - no matter how much instances i have. ![]() So: +1 for Mental Ray.Īnd second: The VRay Proxys are a joke! If you add objects with higher polygon counts those proxys actually increase your render time a tiny little bit ^^ The only thing they save is memory, but they are by no means compareable to the MR Proxys which are amazing! No matter how high my polygon count is: I put it into a proxy in mental ray and can save up to 30% of render time - just by using a proxy. In mental ray i crank up the FG multiplier and get instant light - more and more - until it blows out! This is what i expect !!! Works perfectly with mental ray. I had the GI multiplier on 999 (the maximum) and it was just barely enough ^^ what a crap !!! And no: There was NO exposure control active. And even with FumeFX i had trouble getting enough light from the Fire and Smoke (multiple scattered light from the fire in the smoke) to illuminate a large scene. If you choose a Mesh Light you can deactivate it, yeah, but - a Mesh Light is an area light and takes a hell of a lot longer to render. In addition to that you always have some sort of an Inverse Square Falloff to the light of the self-illumination which you cant get rid of. Not possible! You crank up the multiplier but after you exceed a multi of 5 or something nothing doesnt happen anymore! It just doesnt give you more light from the material. Oh yeah, im still using it - for several reasons!Ĭant speak for Corona, but CAN speak for VRay:įirst: Try to get a more artistic Self-Illumination with VRay, like: just get damn LIGHT from it. Populating Menu Tabs of Selected Objects.Does anyone even use Mental Ray any more? VRay and Corona are miles ahead. To display the IBL menu, double-click the IBL object in the schematic, or follow the tab population rules for the Object menu.To specify different media as the IBL source, select the media in the Media menu, then click Apply, or use the Read File tab to manage the IBL media (see You can use only one IBL to affect the entire scene, and only one IBL to affect an object. To affect a specific object, make the IBL map a child of the object. To affect the entire scene, add an IBL map and make it a child of the Result camera (or any camera used for the comp output). Drag the IBL node from the node bin and place it in the schematic.Select the node in the schematic that you want to attach the IBL map to.Note: If no media is selected, you can create an IBL with a default lat-long cylindrical image (presets are available at
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