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
# 1 22-04-2003 , 11:00 PM
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final gather time

Sometimes I render in mR an Final gather takes forEVER !!! anybody knows what settings help the final gather render time ????

Memory option or something ???

Thanks

# 2 23-04-2003 , 08:06 AM
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try reducing the FG rays from 1000 to maybe 500 or so.....

# 3 26-04-2003 , 04:23 AM
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Well yeah but I will not obtain the same effect. I was reffering to the BSP size, anyway is there any online documentation for Mental Ray ?

# 4 26-04-2003 , 02:57 PM
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yep, start -> programs -> aliaswavefront -> mental ray for .. -> online documentation...


btw,

give me a screen shot of the scene you are rendering... not a render.. the screen shot withing the maya UI.... let me see how many rays are required and the radius of the rays

# 5 28-04-2003 , 03:08 PM
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I found some good tips from this tutorial:
https://www.steven-tubbrit.pwp.blueyo...utorial_02.htm

Rules of thumb for FG:
Set the max radius to be 10% of the scene size (use the measure tool to find out)
Set min radius to be 10% of the max radius.

As for BSP:
For size use 4,5 or 6
For depth use 25 (for light geometry scene), 40 for medium and 55 for scenes with tonnes of stuff.

# 6 17-05-2003 , 04:05 AM
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increasing the radius min to 0.3 and max to about 6 helps render time a lot.


mahalo,

Myk

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# 7 25-05-2003 , 01:03 PM
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Hi,

used together with GI you can get quick results too.

Set the GI up to have tiny little photons and lots as well (1-200000). GI calculates much quicker than FG.

This (GI only) rendered should look like tiny dots (snow like).

Add FG with settings around 100 with min and max really large around 400 and 1600.

this will smooth the Rough but accurate GI out creating a smooth effect that utilizes the multiple bouced light of GI.

re JIm


Mayan elder......only in years.....
# 8 25-05-2003 , 01:30 PM
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Hi,

Here is a silly example of what I mean. (this is not fine art!!!!)

photons 200,000

GI settings> Accuracy 128

Radius .150


Mayan elder......only in years.....
# 9 25-05-2003 , 01:34 PM
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Hi,

Here is a silly example of what I mean. (this is not fine art!!!!)

photons 200,000

GI settings> Accuracy 128

Radius .150

Final gathering>

Rays 65

Min 400
Max 1600

Rendered on a P3 450 in under 5 minutes.

Re Jim

Attached Thumbnails

Mayan elder......only in years.....
# 10 31-05-2003 , 02:54 PM
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I think your minimum and maximum are kind of off, did utry testing the same scene with a minimum of 0.4 and a maximum of 6 to see the difference in time?

I am very curious, all the articles I have seen so far say that the minimum should be 10% of the max. uhmmm.... let m know.

Thanks
!

# 11 02-06-2003 , 12:33 PM
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Hi,


In regards to using 'huge' radius settings for FG...........

(they are using Mental Ray in XSI but translates to Maya for MR just fine)


Se pics in post below

re Jim


Mayan elder......only in years.....

Last edited by Jim; 02-06-2003 at 12:36 PM.
# 12 02-06-2003 , 12:44 PM
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Hi again,

here are some pics using large FG radius and low accuracy settings together with GI created by Wurp at XSI base using Mental Ray in XSI.

re Jim

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Mayan elder......only in years.....
# 13 02-06-2003 , 10:21 PM
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I ll try to do some renderings with your settings and see how it works,

Understand I am using Fg for and outdoor building, when u say accuracy 30 in FG what are u reffering to, the number of rays? 30 seems to be a little small.

Anyway great help, all I need to do is post an image. Now that this will be solved the issue is how to set up maya with mental ray for an animation.

It seems to be exporting everysingle frame each time from Maya to MR, not a good thing.... 3800 frames would take 3 weeks for a HDTV 720 format with FG GI and Ray trace, /./.... there really is no other way, DMAP is fast but the results... poor.

So i found some server software like iRush and Vertex.
Was not able to test them yet but will today or tomorrow.

Aderium.

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