Complex UV Layout in Maya
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
# 16 01-05-2006 , 10:07 AM
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The results are good but the time is just too high to do anything with them in my opinion. If if it could be quicker then I would be more interested.


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# 17 01-05-2006 , 08:38 PM
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yeah- well the guy is adding speed-up features now, so he says that the 0.5 release will be faster.

for people like me- who can leave the computer on during school/all day, all night and not having to worry about others wanting the computer, or me getting on (my computer- and im only at home for about 2 hrs anyway on weekdays), I don't want to fork out hundreds or thousands for VRay or Maxwell. So this works for me. user added image


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# 18 02-05-2006 , 02:32 AM
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Caustics with Indigo? noooooo....

Well- it seems that Indigo really doesn't like caustics.

It wouldn't render right (overexposure b/c of small area light- and overall very weak skylight) with Bidirectional Path Tracing (which is almost ok with caustics), so I had to just use Path Tracing with it.

Whoo- bad, bad, bad.

This scene is only 3 spheres and 2 triangles. I estimate that at least 10,000+ mutations per pixel are enough for this scene, (for noiseless) and, as you saw, 2300 mpp was barely enough for a pure lambertian scene- with only diffuse interreflections (Global illumination).

And-by the way- Indigo is about the same (rendering technique wise) as Maxwell- just that Maxwell gets the job done in about 1/10'th the time :p

Output:
Done 1254579500.000000 mutations (2613.707292 mutations per pixel)
Time elapsed: 3h, 14m, 16s
Mutations per second: 107629.376597
saving tone-mapped image to png...
done.


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user added image

W/ PostProcess

user added image


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# 19 03-05-2006 , 06:19 PM
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nice for free but even there masterpieces on the home page r too grainy


Now at SMU doing BSc 3D Computer Animation so its hard to get on here
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# 20 05-05-2006 , 01:54 AM
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Oh- just reading about Maxwell renderer as well.

Turns out RC is a POS as well. Even the producers called it a distaster, and they advise people to use the Beta version. Also that it's super-inneficient (more so than Indigo) and that well, it sux!

Turns out the noise can't dissapear in Maxwell RC.

O well. When they fix that Maxwell will be awesome.


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# 21 05-05-2006 , 02:06 AM
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no, one time i rendered in Maxwell for a day, and there was no noise left


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# 22 05-05-2006 , 02:12 AM
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hmmm. Well they still say that RC is a disaster. Well then I can't wait for the un-disasterous one to come out, it will own all!


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# 23 05-05-2006 , 02:24 AM
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RC?


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# 24 05-05-2006 , 02:28 AM
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REAL Vs. Maxwell 1

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# 25 05-05-2006 , 08:09 AM
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# 26 05-05-2006 , 09:31 AM
Final is out so RC (release candidate) is useless i suppose user added image
Don't know about gelato haven't seen anything impressive from it.. though it should be fast

:attn:

# 27 05-05-2006 , 10:21 AM
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Well im still doing to modelling of my WIP so im a while away from rendering, but I might try it out when I get to that stage.


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# 28 05-05-2006 , 12:16 PM
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omg- Final render.

Have you seen their benchmark? 1980's style advertizing. There is NO WAY that MLT or Path Tracing is THAT slow.

And they did some smashing on Brazil and VRay a while back, so they got bashed for that.

Gelato, I've heared of Gelato. Interesting stufff too.

Well anyway- right now the rendereres are either photon mappers or they work on Metropolis Light Transport with BiDirectional/Signle Direction Path Tracing.

the MLT methods make suer that there will NEVER be splotches on the screen, and you can rest assuerd that they will get the render done RIGHT- eventuallly...........

Photon mappers are the most efficient methods out there. 'Nuff said.

Matt user added image


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# 29 06-05-2006 , 03:36 PM
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Originally posted by vladimirjp
wow, i was skeptical not to try it at first but, these renders and render times convinced me not to try this POS. what a waiste of time.

Agreed.


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# 30 07-05-2006 , 01:06 AM
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o well- for anyone still interested, the easiest method of importing/exporting objects is directly through the .xml file. I just managed to get a teapot made in 3ds Max (their primitive) saved as a .3ds into Indigo. user added image I will post IMG l8er.


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