Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 76 28-11-2005 , 10:35 PM
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This is truly, truly amazing. It truly does look like the picture. I am stunned. No, no, wait. Stunned doesn't even come close to being in the same vicinity of this state of shock i'm in. Congratulations. user added image

# 77 29-11-2005 , 05:58 AM
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Top notch rendering!user added image But I must ask why your using Global Illumination? Thats usually for an interior set up like a living room or kitchen.

# 78 29-11-2005 , 09:58 AM
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Originally posted by cris007
This is truly, truly amazing. It truly does look like the picture. I am stunned. No, no, wait. Stunned doesn't even come close to being in the same vicinity of this state of shock i'm in. Congratulations. user added image

/bow thanks cris007.. user added image user added image

Originally posted by THX1138
Top notch rendering!user added image But I must ask why your using Global Illumination? Thats usually for an interior set up like a living room or kitchen.

Mainly because I went through a tutorial on IBL in maya with hdr images and the example file had the GI turned on so I turned it on in my scene.. My images were done at about 1000 FG rays..with GI on. The GI settings are the default. What I want is HDRI for specular highlights that are nice.. and the nice range definition with the lighting that hdri adds.. but also shadows where I want them with the object lights. I don't have any maya lights emitting photons for GI... so maybe I don't need it??? unsure I like the results so far..... what do you think? Turn it off?

mayafreak3

# 79 29-11-2005 , 01:16 PM
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I would reccomend you turn GI off. Global Illumination is designed to bounce photons off of surfaces to mimic real light conditions. Interior settings like Kitchens, bathrooms, living rooms are what it is used for, and to get the most out of GI, you need to use Mental Ray photon shaders or custom written mental ray shaders.

For your slot machine, I reccomend you use ambient and Point light sources with the intensity levels set at zero with shadows turned on. This would just merely be an addition to your HDRI. These of course are just suggestions and I reccomend you do some experimentations.

Welcome to the world of Mental Ray.user added image

# 80 29-11-2005 , 07:42 PM
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its marvellous how you're making it look worn user added image


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# 81 02-12-2005 , 10:27 PM
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Ok good info THX1138, I went ahead and killed the GI.
Thanks user added image

Originally posted by t1ck135
its marvellous how you're making it look worn user added image

Thanx t1ck135!


I'll have an update soon.. doing renders now.

# 82 02-12-2005 , 10:36 PM
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Here is one with the completed coin mechanism.. I'm working on shadows still and will have some more renders tonight.


peace,

mayafreak3

Click here for Hi-Rez version:
https://conjuremedia.com/NEWRENDER5.jpg

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Last edited by mayafreak3; 02-12-2005 at 10:40 PM.
# 83 02-12-2005 , 10:53 PM
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i dont see any render ......dude all i see is a picture, post the render already.....

sweet work man!!


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# 84 02-12-2005 , 11:38 PM
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Man, cmon dont mess with us.. just post the render. LOL j/k. AWESOME. AWESOME. AWESOME. Well anyway, this is by far in first place.


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# 85 03-12-2005 , 08:50 AM
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lovely work like the scene user added image
i might suggest taking it in photoshop for sharpening user added image

# 86 03-12-2005 , 06:43 PM
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nice work user added image

could do with a little more light reflecting off the lower areas to bring them out a bit


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
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# 87 03-12-2005 , 06:57 PM
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Thanks T1ck135 I agree.


I've noticed some artifacting with FG, you can see it in my last image. The spots apear when I add my object light, As I increase the rays.. you can see them disappear, and also the quality of the render is alot better.
I haven't yet decided which HDRI I'm going to use either.


This is without an HDRI.


Here is a test I've done:

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# 88 03-12-2005 , 08:50 PM
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hey MF....awesome job, looks great....thats really a picture you took right???? commmooooon!!!
:bow:

# 89 03-12-2005 , 10:00 PM
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Dude thats so mint, i'm sure your taking a picture and making it look like a 3d image!!!!! So damm good. You should do a tut or somethingon gettin the disp maps as well as making hdri's and rendering, and modeling and...........

# 90 03-12-2005 , 11:01 PM
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Originally posted by varley
hey MF....awesome job, looks great....thats really a picture you took right???? commmooooon!!!
:bow:

Thanks gster123.. all these nice comments.. wow
user added image

Originally posted by gster123
Dude thats so mint, i'm sure your taking a picture and making it look like a 3d image!!!!! So damm good. You should do a tut or somethingon gettin the disp maps as well as making hdri's and rendering, and modeling and...........

Hehe, thanks man I appreciate the kind words..I'd be happy to do tutorials.... most of this rendering business is recent knowledge for me.. I'm finding Mental Ray can be very tricky. I'll post some of my shader networks and stuff.. in this thread later on.

here is my latest render..
1000 fg rays
hdri
1 object light (cylinder)

mayafreak3

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