View Full Version : Nodes
Edgeloop
11-10-2006, 07:33 AM
Hello people,
I have a newbie question that has been bothering me for a while now...
Is it possible to render Maya Nodes and Mental Ray Nodes together in a scene while having the Lights emitting Photons?
I did a test but it didn't seem to work at all and would show (Not responding) on top of the window...
But once i unchecked "Emit Photons" from the light attribute... It renders fine!
I find the Mental Ray nodes very confusing at least to me as i am more used to the Maya Nodes.
But i am learning it slowly :)
Thanks for your help guys!
Really appreciate it,
Kevin
It's possible
Show the shading network, please
________
Weed (http://wwweed.com/)
bertrand
11-10-2006, 10:34 AM
may be your defaut setting are too high. so you can t see the render but maya works with mental ray shaders. But it s better not to mixe them because they not reacting the same way to tha light. maya node seems to be darker.May be someone could confirm.
bert
Edgeloop
11-10-2006, 10:41 AM
may be your defaut setting are too high. so you can t see the render but maya works with mental ray shaders. But it s better not to mixe them because they not reacting the same way to tha light. maya node seems to be darker.May be someone could confirm.
bert
Bert, That is what i thought... :confused:
My Render Settings are set to Production. I know it's rather high for a test. But since there's only 3 spheres and a plane (1 is for the environment), i thought maybe it wouldn't matter.
Maya just crashed on me (just with those spheres)... :mad:
I am worried for my final now... :eek:
My pc would probably smoke by then lol! :D
Edgeloop
11-10-2006, 11:28 AM
Ok, here's the test i have been doing...
http://i12.photobucket.com/albums/a209/weyvin/FGGITest.jpg
Let me just describe briefly what's in that scene.
2 nurbs spheres
Anisotropic(left)
DGS(right)
1 nurbs sphere (environment)
1 polygon plane
1 spot light
Emit Photons
raytraced
Area Light(default)
Render settings
Production
GI(default)
FG(default)
What i circled in red on the image is simply the Light...
Notice how that the light isn't present on the left sphere...
I know this is due to the GI and FG settings...
What i don't really understand is what light is being used for the left sphere? just the GI?
That image took 2m19s...pretty long for just a couple of spheres...
bertrand
11-11-2006, 03:14 AM
did your anisotropic is maya node?
how ma,y photon and fg are you emiting?What is the rendertime? could you post the scene
Edgeloop
11-11-2006, 05:27 AM
did your anisotropic is maya node?
how ma,y photon and fg are you emiting?What is the rendertime? could you post the scene
Hey Bertrand,
I will get back to you with this scene. I am still doing some other tests using another small scene i set up using what and bearing in mind what Jak mentionned in your other thread... :cool:
I will post everything :)
p.s: the anisotropic mat. is a maya node...
Edgeloop
11-11-2006, 12:02 PM
Hi Bertrand...
Here's the link where you can download the scene with everything in... :cool:
http://www.mediamax.com/edgeloop/Hosted/Test.zip
I have all the images converted though... The HDRI image was downloaded from HDR Shop...
and the other image is from a shader (Carbon) I downloaded from Highend3D.com...
Maybe other members can also download the scene file and post their test results here...
Just to compare results... :)
I'm looking forward to see other people's results :)
Cheers,
Kevin
That image took 2m19s...pretty long for just a couple of spheres...Not that long regarding the AA settings. I use 0 0 for test renders.
Edgeloop
11-11-2006, 01:02 PM
Hey CTZn,
Erm...what's AA and 00 settings?
J'devient mental avec tout ces trucs de MR hehe!! :D :rolleyes:
AA stands for Anti-Aliasing.
Anti-aliasing Quality is the first setting you will find up the Render Settings window. This feature has a great impact on both image quality and render time.
Think of it as the number of calculation level by pixel.
First number is the minimum of AA, second is the maximum. At:
AA 0 0, one ray only is used to sample a surface's color, you get 1 pixel for 1 ray received.
AA 1 1, every pixel is divided once, both vertically and horizontally. That is, every pixel is divided in 4 sub-pixels, making the final color of that pixel more accurate. Render time has increased x4 by the mean.
AA 2 2 Every pixel is divided once, vertically and horizontally, then every sub-pixel is divided again the same way. You see ? AA 2 2 means 2 levels of subdivision. Rendering time is now 16x longer than AA 0 0.
So why is there 2 values ? Because mental ray can proceed with Adaptative Sampling (anti-aliasing is the same as sampling, or better said, is the process of sampling), that is the user can specify both a minimal and maximal quality for pixel accuracy.
AA -1 0 for instance will force mr to use between 1 ray for 4 pixels (minimum) and 1 ray per pixel (maximum). That's a low setting for AA.
Usually using values above 3 for the whole scene is suicide, rendering wise.
They are more tricks regarding AA (contrast, overrides) but at least now you get the bases ;)
ça va mieux ?
Edgeloop
11-11-2006, 04:27 PM
Ahhh... CTZn,
Sure sure, now I know what you mean by AA, I just didn't know/refer to Anti-Aliasing at all :) Sorry, my bad...
Biensur, ca va mieux! :) Merci! ;)
My bad. That wasn't necessary obvious from me saying just "AA".
Edgeloop
11-12-2006, 11:27 AM
It's all good CTZn :)
vBulletin® v3.6.8, Copyright ©2000-2012, Jelsoft Enterprises Ltd.