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HDR as Map
show user profile  HG
Hi,
I have a Fluorescent tube and want to illuminate my scene only with it.
I'm using mental Ray as Rendering Engine.
I gave this map to the Fluorescent in the "Self Illumination" section.
And I checked the "Illuminates the Scene (When using FG)". But the photon sample are very bad.
What should I do?
Increase the Finial Gathering?
Or should I use Photon Mapping (GI)?
Or Should I use VRay?

read 290 times
1/29/2014 8:25:36 PM (last edit: 1/29/2014 8:25:36 PM)
show user profile  mike_renouf
I'm pretty sure that texture-based lighting does not work with photons. I am prepared to be corrected, but that's what I seem to remember.
You might want to try putting mentalray lights in place in your scene and then turning off the FG emission of the texture. Texture illumination is a very inefficient way of rendering if you want sharp shadows - at least it used to be in max 2010. Maybe it's improved?




read 273 times
1/29/2014 11:18:18 PM (last edit: 1/29/2014 11:18:18 PM)
show user profile  herfst1
Things I've learned about lighting is most of the time faking it will be the best option. By, "faking it," I mean, have your self illumination set so the tube looks cool, now dump another light near the tube and make it illuminate everything (minus the tube, if you want), but turn off shadow casting. Now make another light and put it in the same spot and make it only cast shadows. Need caustics? Make another light with an intense multiplier and make it only cast caustics. etc...

It's much easier to tweak the scene with all the elements seperated.
read 264 times
1/30/2014 7:05:07 AM (last edit: 1/30/2014 7:05:25 AM)
show user profile  HG
thank you for your solutions.
But I saw a sample, that was done in this way.
I mean it was only a fluorescent object that had the HDR as self illumination and
the scene was lit by it and the result was very good.
But I also will try your way,
thank you once again
read 247 times
1/30/2014 12:55:12 PM (last edit: 1/30/2014 12:55:12 PM)
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