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QMC vs DMC/ interior lighting
show user profile  9krausec
QMC vs DMC? Some tutorials I was looking over used QMC, but I only have DMC on my version of Vray. Will this be a problem or is DMC just a revamp of QMC?

Another thing that I have noticed is a lighting issue with vray. Below are two pictures, both renders are using Irradience map with a light cache and have the same settings. The first one the scene is uniformly scaled down and the second one the scene is scaled up. Why is the lighting changing? For decent result would I need to use real units or can i just use generic and putz with the intensities of the lights? What are causing the blotches in the second one? Why is this happening? Thanks for any input!!!


- Portfolio-

read 4741 times
6/5/2010 7:04:41 AM (last edit: 6/5/2010 7:04:41 AM)
show user profile  Garp
I think DMC is just the new name of old QMC.

By default Vray lights have decay turned on, so size matters. Put a 75W bulb in a stadium...
You can check the No Decay option but that would give unrealistic results.

read 4728 times
6/5/2010 7:23:37 AM (last edit: 6/5/2010 7:24:05 AM)
show user profile  9krausec
would you have any idea what is causing the splashiness of the render?

- Portfolio-

read 4722 times
6/5/2010 8:06:00 AM (last edit: 6/5/2010 8:06:00 AM)
show user profile  Bolteon
just like light decay, so are sampling settings in your irr maps set to scale based units.

always work in real world scale in linear workspace.

-Marko Mandaric

read 4715 times
6/5/2010 9:23:28 AM (last edit: 6/5/2010 9:23:28 AM)
show user profile  9krausec
Alright, that makes sense. This may seem like a stupid question but when setting up the unites max says that each unit is equal to a foot/inch/meter or whatever you set it at. Now what is a unit on the grid because as you zoom in and out the grid changes. Is one unit the absolutely the smallest unit that max produces upon zooming in?

Also what GI engines are most commonly used to render with vray? I was reading and from what I read, irradence map with a light cache were the most common for efficiency and quality. Is this what is used for animations if so what is used for stills? I know each situation is going to have different settings, but I am just trying to find a foundation of generals right now to build off of.

Thanks Bolts And GarpyGarpGarp

- Portfolio-

read 4691 times
6/5/2010 8:51:14 PM (last edit: 6/5/2010 8:55:20 PM)
show user profile  9krausec
Is this what you were talking about when you said irr mpas set to scale based unites? If not where is that option located?

EDIT: Alright, I messed around with the settings a little and got a decent render (screencast link). Around the window frames I am still seeing blotchiness, and the render took way too long (I am going to be compiling a short animation soon enough that will be about 5 minutes long and 9000+ frames so render speed is important to me.

- Portfolio-

read 4688 times
6/5/2010 8:58:02 PM (last edit: 6/5/2010 9:27:16 PM)
show user profile  9krausec

Tested out a few more lighting params and came up with this (looks like a long post, but really simple explanation. I really need some help on this one guys and would appreciate anyone with Vray knowledge that would give me a hand)-


The render GI Engines are Irradience Map and Light cache. The filter is a blend to give a slight blur to the edges. The color mapping is Linear multiply and the antialiasing is Adaptive DMC.

So far i really like the warm fuzzy feeling of the light, but I am still have some blotch problems around the window frame. Any ideas what could be causing this?

To solve the blotches I have tried turning the Hsph. Subdivs up (set currently at 50) and the Interp Samples down a little (set currently at 20).

Here are my vray settings for the image above-

I tried another render (took 21 minutes for it to render out so too long for animation which this is going to be) with the Hsph. Subdivs up to 80 (just to test to see what would happen). This is the result-


I wanted to see what would happen if I hid the windows (if I still get a blotched effect and this was the results with the Hsph. Subdivs turned down to 50 again)-


And Finally here is a Jing of my setup-

Thank you for reading though and for any help you could give.

- Portfolio-

read 4625 times
6/8/2010 5:40:40 PM (last edit: 6/8/2010 5:40:40 PM)
show user profile  Bolteon
you need to play around with those samples, turning them on in the render should help you detrermine where theyre having issues (sometimes, hspheresubdivs can be too small, and need to get larger due them being too close to each other).

anyone who does more arch work care to drop in?

-Marko Mandaric

read 4616 times
6/8/2010 6:02:56 PM (last edit: 6/8/2010 6:02:56 PM)
show user profile  Clemente
I'm quite the noob, but hopefully I can help with your questions...

Leopard spotting: I've found that higher Hsub values can get rid of the spots - I think I keep it in the range of 150 and usually it doesn't slow down my renders. Play around with settings to see what works for you.

Animation/Render time: If you haven't seen it already, I encourage you to check out this tutorial:

It teaches you how to do light calcs and then save the files to your hard disk for use in the final render. The light cache is the simplest to do - the irradiance map takes more time. In the end, the concepts worked well for me, but for my models, the settings didn't work well. I had to tweak them to find the best balance of render time and image quality.

Hope this helps!
read 4608 times
6/8/2010 7:58:40 PM (last edit: 6/8/2010 8:01:19 PM)
show user profile  cadmonkey33
how are you lighting this?
if you're using a daylight system or vraysky have you put skylight portals in the windows?

edit: nevermind, just watched your jing.

here's my starting settings for pretty much everything...

daylight system. vray sun and vray sky. (i use a vraycam with exposure, so i have the sun at .8 intensity generally)
skylight portals in the windows.
dmc subdivs at 1 / 4.
all objects have vray materials on them.
materials at default 8 subdivs.
medium quality defaults for irr map.
1000 subdivs for light cache.
glass material is a vray mat with 'affect shadows' ticked. refraction almost white.
vrayphysicalcamera with exposure on.

these setting are usually pretty clean for test renders with no glossies.
if you need to improve the quality of the light, increase the diffuse subdivs of the window lights.

Nat Saiger.

read 4591 times
6/8/2010 8:27:03 PM (last edit: 6/8/2010 9:00:52 PM)
show user profile  9krausec
Clemente- I'll try that tut.

Cadmonkey- Alright, i will try your setup. Do use this setup for the final production as well (with higher params of course for quality)?

Bolts- Do you use vray to render your car work? Any nice tuts that you would suggest that would involve rendering a individual object like a car (for future reference)?

Thanks all.

- Portfolio-

read 4568 times
6/9/2010 2:59:16 AM (last edit: 6/9/2010 2:59:16 AM)
show user profile  9krausec
I completely forgot to mention what feel I was going for with this. I want everything to be saturated with colors and to have a very warm and comforting feeling. Bright brights and not so dark darks.

- Portfolio-

read 4562 times
6/9/2010 3:32:04 AM (last edit: 6/9/2010 3:32:04 AM)
show user profile  cadmonkey33
yeah, id use similar settings for production. maybe up the dmc subdivs to 2/8. increase the subdivs on glossy materials as required.

if you want a light and airy look you might want to try lwf (recommended, but ppl tend to find it really confusing at first). theres loads of threads on that subject.

or use rheinhard color mapping to control the darks/lights.

Nat Saiger.

read 4544 times
6/9/2010 2:36:54 PM (last edit: 6/9/2010 2:36:54 PM)
show user profile  Jock
I dont get skylight portals, one course i done told you to use them, yet when i tried to, they done nothing. If you switched them off, it made no difference to the scene, so i went back to the normal vraylights at the openings.
read 4535 times
6/9/2010 4:01:31 PM (last edit: 6/9/2010 4:01:31 PM)
show user profile  cadmonkey33
if you imaging the skylight firing thousands of rays from every direction at your building, only a few percent of them actually make it through the windows, which is why you get shitty internal lighting.

portals effectively focus the skylight through your windows so you get much higher quality lighting and specular. they wont make any real noticable difference to the light levels tho.

Nat Saiger.

read 4532 times
6/9/2010 4:35:24 PM (last edit: 6/9/2010 4:35:24 PM)
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