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I need some rendering help
show user profile  Alex910
How can I make the gaps between the boxes to be visible in order to distuguish that this construction is made of wood and plastic boxes. In the second image you can see that i left some gaps between when i created the arangement, but have no idea how to render them. I'm also new with the renderings, if anyone can give me some advices what would be good to improve it. I'm using mental ray renderer, directional light, raytraced shadows, final gather and gi.

The render:
Unrendered image:

Thank you!
read 400 times
5/14/2013 11:30:33 PM (last edit: 5/14/2013 11:30:33 PM)
show user profile  br0t
as it seems, the edges of your boxes are all perfectly harsh. if you chamfer them slightly, they will catch some light and become visible

never get low & slow & out of ideas

read 396 times
5/14/2013 11:43:11 PM (last edit: 5/14/2013 11:43:11 PM)
show user profile  LionDebt
^ Either this.

Or, I'm misunderstanding your problem and your scene looks fine to me. You are lighting your scene from the back, any light that is bouncing between your 'small gaps' will not filter through and light the front.
read 393 times
5/14/2013 11:45:25 PM (last edit: 5/14/2013 11:45:25 PM)
show user profile  FX
Maybe an ambient occlusion pass would push out the small gaps more, there's tons of info/videos of the subject available on Google. I'm not qualified...never used MR.
read 388 times
5/14/2013 11:50:33 PM (last edit: 5/14/2013 11:50:33 PM)
show user profile  Alex910
The light comes from the front but there is also a smaller window in the back to have more light inside the rooms because they are quite big.

read 386 times
5/14/2013 11:53:37 PM (last edit: 5/14/2013 11:54:46 PM)
show user profile  LionDebt
Try the chamfer.

But yes, adding an Ambient Occlusion bake pass into your texturing would help a great deal in adding realism to your scene.

Have a read of the first two, then try the third one to put it into practice.

edit: If you are using MentalRay, and A&D materials, under the "Special Properties" rollout, for each material you can click Ambient Occlusion. For your scene I'd reccomend Samples: 120 and Distance: 3 - assuming you've built everything to real-world-scale.
read 382 times
5/14/2013 11:59:55 PM (last edit: 5/15/2013 12:11:06 AM)
show user profile  9krausec
It is my opinion that your light bleed is set far too high. This is a common issue that rendering sometimes poses.

Turn that shit down yo.

- Portfolio-

read 367 times
5/15/2013 12:36:13 AM (last edit: 5/15/2013 12:36:13 AM)
show user profile  mike_renouf
Mentalray? Yeah, you're gonna love this little battle you've got yourself into.

Mentalray has two tools for creating realistic lighting: Final Gather and Photon Mapping. If you want to keep things simple then just use FG. If you want to get more in depth and improve the efficiency and quality of renders then you'll have to combine both.

Your scene is going to be tough to render well using the Photon mapping, just because of the nature of the geometry. You'll probably need to use a high quality photon map with some interpolation of those photons. Definitely use sky portals because they'll give you more accurate shadows to improve the soft illumination created by the FG and GI solutions.

Post your FG and Photon map settings and you might get some more specific tips.

read 336 times
5/15/2013 8:55:09 AM (last edit: 5/15/2013 8:55:09 AM)
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