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Attention Jeff Patton - Perhaps you can shead a light on the subject
show user profile  TimTamFin
"Irradiance Particles" or as they called it "Improtons" in MentalRay ? Autodesk mention Maya but I assume that they will add it max at some point...

Does that technique make shadow casting material lights finally happen in MentalRay ?

EDIT: Anyone else ?
Rgds,
Timo

read 1259 times
4/11/2008 2:21:13 PM (last edit: 4/12/2008 2:46:12 AM)
show user profile  horizon
In vray:

"Irradiance is a function defined for any point in the 3D space and represents the light arriving at this point from all possible directions."

As I understand it, it's a map of all the points of surfaces in the scene (density is regulated by a parameter - denser is more quality) that contains the light data for the point. So if you have GI and a couple of lights, and just want to change some materials, you can make irr map once and re-render the scene without making it again.

Don't know if that helps :)



read 1179 times
4/12/2008 7:45:33 AM (last edit: 4/12/2008 7:45:33 AM)
show user profile  JeffPatton
From what I gather the Importons option in mental ray 3.6 is primarily used to improve the quality of your .pmap (GI). Therefore, no...it's not creating geometric light sources in 3ds Max, (no photon shaders included).

From the mr documentation:
"Importons are "virtual particles". In some aspects they are similar to photons: they bounce in the scene. There are significant differences though: unlike photons, importons do not distribute energy. Instead, they contain a color describing with which factor an illumination at a certain location would contribute to the final image. That way, they provide an information for the rendering core on how the computational efforts should be distributed in order to get an image of best quality with limited computational resources.

Unlike photons, importons are emitted from the camera and bounce towards lights, i.e. in the direction opposite to the photons. However, the duality of lights makes it possible to apply photon shaders to importons. For simplicity reason, mental ray does not introduce a new type of shaders but uses photon shaders for importons as well.

Importons are used as a supplementary mechanism which improves the rendering quality and performance. The primary usage in mental ray 3.6 is to improve the quality of the globillum photon map. It allows dramatically reduce the size (and thus speed up lookup) of photon maps with a help of the merging within a variable merging distance which is determined with the help of importons. Such variable merging distance is superior to the constant merging distance introduced in mental ray 3.5.

If enabled, importons are shot before photon maps are created. They are used to during the globillum photon map creation. As the are not relevant for globillum photon map nearest neighbor lookups, importons are discarded once the photon map is created."


Jeff
http://jeffpatton.cgsociety.org/gallery/
http://mrmaterials.com/

read 1136 times
4/13/2008 12:58:00 AM (last edit: 4/13/2008 12:58:00 AM)
show user profile  TimTamFin
Thank's to both of you !
I was kinda hoping that photon emitting materials would be possible with this. Quality improvements are always welcome, but photon emitting materials would be at the top of my request list.
Rgds,
Timo

read 1111 times
4/13/2008 7:21:37 AM (last edit: 4/13/2008 7:21:37 AM)
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