View Full Version : a kind of shadow (comparation) 2 renders
Marco Tomaselli
01-06-2007, 01:01 AM
sorry for my english...and my dirty example...
i made 2 renders...(incomplete and low quality,dirty hehe) just for show my problem...
one with v-ray just to show the shadows that i want in the mental ray...i tried AO and 0 bounces in the FG...but of no skill it functioned as I wanted.
one more thing...in the mental ray...i put low quality,but in the vray i put high quality...but forget this...
information:
mental ray - skylight use environment (hdri)
vray - no light (but the hdri is the "light")
anybody can help,please?:confused:
thanks!
http://www.mymentalray.com/forum/attachment.php?attachmentid=49&d=1168073988
Marco Tomaselli
01-06-2007, 01:07 AM
i uploaded the scene...take it...thanks
MasterZap
01-06-2007, 04:29 AM
Well, two ways:
1. Don't do "low quality" in mental ray! ;)
OR
2. Use the "ambient occlusion" feature of the Arch&Design material to get the effect.
/Z
Shimrod
01-06-2007, 02:26 PM
Use the "ambient occlusion" feature of the Arch&Design material to get the effect.
I recently discovered the AO parameters in the A&D mats in max9, and I wonder if they act like when you blend it in toshop to increase the density of color ? Or do they just increase the "volume" of the objects ?
I could be interesting in this picture to increase the color density, no ? :confused:
;)
Marco Tomaselli
01-06-2007, 02:44 PM
MasterZap....the low quality..was the last test man...i used high quality before in this test...but in the firt ones...and the result (shadow specific) donīt change...
and...i used AO of the arch design...
take the scene....and try to understand...it is very hard to make that kind of shadow....
but thanks MasterZap and Shimrod....
SamB.
01-06-2007, 05:25 PM
I recently discovered the AO parameters in the A&D mats in max9, and I wonder if they act like when you blend it in toshop to increase the density of color ? Or do they just increase the "volume" of the objects ?
I could be interesting in this picture to increase the color density, no ? :confused:
;)
Yes Shimrod, normally, you will have the same result ;)
JeffPatton
01-07-2007, 08:14 AM
Hi Marco, the .hdr that you used, is it available online somewhere so I can use it in your scene as well?
Marco Tomaselli
01-07-2007, 10:26 AM
Hi jeff...i don´t think so...but i think that other HDRI maybe work fine...
the HDRI is big...because of it...i don´t put this together with the scene.
and other thing...i almost get the result...
I only increase the diffuse level to 1,0...and the AO and FG shows more stronger the results.
other thing...vray has its advantages... because I never used it... and shader was good of first.
but i don´t care...i like mental ray...for so much other things...and i study everyday...
if you obtain a good result in this scene,can you inform, please?
thanks man...and sorry for my english.
hot chip
01-08-2007, 03:59 PM
hi,
i think this problem is not the light setup, in addition it is the reflection of your gold material.
http://www.infinity-vision.de/service/gold_mr.JPG
mfg
hot chip
Marco Tomaselli
01-08-2007, 04:06 PM
but the shadows are soft yet...in your example.
hot chip
01-08-2007, 04:58 PM
do you mean the shadow on the floor, correct that is soft and when i want hard shadow must the fg rays to high over 1500 rays, bnot good for speed rendering. :o On Maya have you the ibl-tool, that ist very good shader and produces hard shadow. The hdri-light-map from MAX is not so good, the Vray-hdri-map is much better and vray can produce better GI as MR+MAX_HDRI, but not better as Maya or XSI, because we have not the shader for MAX. Another trick for more schadows in incide the object is, when you put the ao-shader in the reflection-color slot. so you have no reflection in the shadow. maybe... :rolleyes:
Marco Tomaselli
01-08-2007, 05:03 PM
no...the shadows in the object...i was talking about,i show this in my image...on the floor is right...
thanks
hot chip
01-08-2007, 05:10 PM
ok, when you look on the first picture, you see a standard material white color. This fg-solution is that what mr can do (medium quality). i hope then trick this the ao_shader in the reflection-color, and the same ao_shader in fg-multipli from your gold-material, can create more darkness in incide the object. That would i do. :o
hot chip
01-09-2007, 05:55 AM
Hi,
i have make a rendering and that is my result.
a) same HDRI
b) MR=Archi&Desgin / VR=VrayMat same Colors
c) MR = FG / VR = Irradiance Map + Quasi Monte Carlo
http://www.infinity-vision.de/service/mr_vs_vr.JPG
Marco Tomaselli
01-19-2007, 10:54 PM
thanks...i will test this...
hot chip
01-21-2007, 02:57 AM
your first mesh is not correct and have overlaps polygons. That is the problem of your first FG test.
MR generate dark surface und vray brightness surface. So my mesh have no overlaps and generate no mistakes in the FG solution.
http://www.infinity-vision.de/service/meshfehler.jpg
zxfkl
07-25-2007, 08:02 PM
........:eek:
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