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Old 05-09-2007   #1
Silverman
Junior Member
 
Join Date: May 2007
Posts: 2
Default Mental Ray testing

Hi there,

First of all, i'm not that good in english!
I'm a student in the Netherlands and i study architecture.
We study and create interiors and exteriors for projects to present it to teachers.
While i've been on this college, i've studied programs myself.
Photoshop, 3DS Max etc. I've done this in like 2 years time.
But i want to develop towards an architect. 3D Impressions and interior/exterior creations really inspires me.

What i really want to ask is a little bit help with render/lighting with mental ray.
Modelling is no single problem, but rendering in 3DS Max needs some help for me.
In the past i have followed some tutorials what i didn't quite understand.
But the results were better ...

Here are my 2 renders ..



I used mr area omni's in front of each window as ray traced shadows ...
And 1 light source as (mr area spot) "sun" also as ray traced ...
But as you see on the rightwall, all the light sources are coming together and that makes it very light ...
I also don't understand the FG and Photons story ...

Here is the download link to observe the scene > http://www.yousendit.com/transfer.ph...58D1F54605D31B

Any tips or help are welcome ...

Silvan,

Last edited by Silverman; 05-09-2007 at 02:16 AM.
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Old 05-09-2007   #2
Shaun Tan
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Join Date: Mar 2007
Location: Singapore
Posts: 15
Default

Hello Silvan,

1st of all, I would suggest that you read up the tutorials or user references in the 3ds max software itself. It will provide you a basic understanding of how the mental ray renderer works. Do read up on area lights for better control of the shadows.

Check out these links they should be helpful.

http://jeffpatton.net
http://www.mymentalray.com/

I downloaded your scene and realise that there is no decay on your lights. All those mr area omnis should have a decay distance. (Inverse or inverse square) That is the primary cause of the burnt wall. You need to add a bounding box or sphere around your scene to encapsulate all the photons emitted by the lights, if not your photons will be running all around.

I did some adjustments to your settings. For a better quality render, jack up the FG samples. The room is a tad too dark now after I turn on the decay. Feel free to increase the multiplier of the lights or increase the inverse decay distance.

the link - http://www.yousendit.com/download/WU...cG8wZ2swTVE9PQ

Oh, do check out Jeremy Brin's Book on Digital Lighting and Rendering.

- Shaun

Last edited by Shaun Tan; 05-09-2007 at 09:30 AM.
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Old 05-10-2007   #3
Silverman
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Join Date: May 2007
Posts: 2
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Hi Shaun,

Thanks for your good explanation ...
It's pleasant to hear some from others ..
Really motivates me to do research ...
Anyway, i will check the scene now ..
I thank u for your time, i understand it more now ...

Silvan,
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