Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
The 3 minute render, was that at the size that you posted?
If so, did you only use final gathering, or did you use a mix of GI and final gathering. A mix of GI and FG gives a much greater approximation of bounce light/colour bleeding than just final gathering or GI by itself. Also, just as importantly you can get much quicker render times using the mix as the final gathering is used primarily to 'smooth' out the rough but quick GI solution.
Here is some images that I rendered with mental ray tonight.
My machine is a P3 450, not the sort of machine that you would hope to batch render GI stuff in.
The first two are using just a single spot light.
Time to render 1 minute
Spots are good for Photon use because unlike point lights that throw light and photons in all direction spot lights concentrate the light and photons in a single direction which means faster renders.
the middle image (same as top left) but with GI turned on.
Time to render 3 minutes
Settings are:
Spotlight:
Energy 180,000 (all channels)
Exponent 2
Physical Yes
Area lights turn "Off" (Unless you want excessive render times).
Mental Ray render globals:
Global Illumination tab:
GI accuracy 800
Gl radius 1.35
One is from xsi base but the principles apply to Maya to mental ray as xsi uses mental ray as it's base renderer. As far as speed goes I have rendered the same scene in both maya and xsi.
This is some awesome information gathering for mental ray. I thought I'd add a link that helped me with some of my settings. I'm getting some very nice renders with the settings suggested here (fast renders too) https://www.steven-tubbrit.pwp.blueyo...utorial_02.htm
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off