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Final Gather Question
show user profile  ITER
Trying to follow a tutorial about Mental Ray. It says I should Enable FG and set samples to 100. I am using Max 9 and I don’t have Samples when I enable FG?

I have:
Initial FG Point Density
Rays per FG Point
Interpolate Over Num. FG Points
Diffuse Bounces

What settings should I use and if possible could anyone tell me what the above do?

read 290 times
12/8/2011 3:10:24 PM (last edit: 12/8/2011 3:10:24 PM)
show user profile  Mr_Stabby
Initial FG Point Density
Determines how big points the fg pass is divided into, smaller points get more accurate results around difficult geometry

Rays per FG Point
Determines how many sampling rays the fg points shoots out, more rays gathers more accurate light in these points (this is probably what is ment by sampling)

Interpolate Over Num. FG Points
Determines how many points in the vicinity of the pixel that is being rendered it can interpolate its light curve from, larger number here makes for smoother shading but loses contrast since it can draw from fg points that were put on geometry facing way different angles then the pixel being rendered. You can take it as a sort of blur for FG.

Diffuse Bounces
Determines how many times the fg point rays can bounce, take it as a brute force attack on reality.. the more it bounces the more realistic the results but at exponentially increasing performance cost. In a simple interior render for example there is a big difference between 0 and 1 if its a mostly diffuse lighted, noticeable difference between 1 and 2 but after that there is hardly a difference, the more complex the geometry the more effect this has.

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12/8/2011 5:11:34 PM (last edit: 12/8/2011 5:16:59 PM)
show user profile  ITER
Hi Mr_Stabby. Sorry it’s taken so long to reply, been away.

Cheers for the answers! :) enlightening

read 220 times
12/14/2011 12:52:53 PM (last edit: 12/14/2011 12:52:53 PM)
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