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Reusing final gathering maps

From: Lighting and Rendering with mental ray in Maya

Video: Reusing final gathering maps

So you can save a little bit of time when you are rendering with Final Gathering by saving the Final Gather Map file. The Final Gather map is a record of where all the points in the scene are that are created by the camera when rendering with Final Gathering. So if I look in my Render Settings under the Indirect Lighting tab, I have Final Gathering activated. I have the Accuracy set to 200, which is fairly low, but it should work fine for demonstration. And what I want to do is go down to the Final Gathering Map section and Rebuild is set to on, and this is the default setting.

Reusing final gathering maps

So you can save a little bit of time when you are rendering with Final Gathering by saving the Final Gather Map file. The Final Gather map is a record of where all the points in the scene are that are created by the camera when rendering with Final Gathering. So if I look in my Render Settings under the Indirect Lighting tab, I have Final Gathering activated. I have the Accuracy set to 200, which is fairly low, but it should work fine for demonstration. And what I want to do is go down to the Final Gathering Map section and Rebuild is set to on, and this is the default setting.

And what I want to do to save a Final Gathering Map file, I want to create a name for my map and put it in this field. So I'm going to call this roomFGMap. And the other thing I want to do is I'm going to enable the map visualizer. And this will basically create a way to visualize where the final gather points are in the scene after I've created a render. So now that I have that activated, and I have a name for my Final Gather Map file.

I am going to create a test render. Okay, here is my render, so I'll store this. It took about 32 seconds. When I go back into Maya and take a look at the scene, I am going to switch to the Perspective view, and in the Perspective view I am going to turn off Polygons and turn off NURBS Surfaces. So now what I am actually seeing is a 3D representation of the Final Gather map in the scene, so each one of these points is a Final Gather point.

And you can see that they are coming from the camera. You can also see they are color coded to show you some of the color bleeding effects. So here is the green that's coming off of this sphere and blue that's coming off of this cube and the red that's coming off of this cube. The map itself can be found in the Outliner. I can select it. If I wanted to get rid of it, I could just hit the Delete key to delete it from the scene. I am just going to hide it by doing Ctrl+H. And I'll turn my geometry back on. So show NURBS Surfaces and show Polygons, and switch back to my camera 1.

If I take a look in my exercise files, I can actually find the Final Gather Map file. It's under renderData/mentalray/final gather map/roomFGmap, and it's about 3 MB. Come back to Maya here and go back to the Render Settings. And now to reuse that map that I've stored on disk, I am going to set Rebuild to off. Now that's been stored to disk, and now I'm going to create another render.

And we can see, this render took two seconds. I stored and compared it to the previous render. The previous render, they look exactly the same, but the previous render took 32 seconds, and this one only took two seconds. So that can save an awful lot of time when rendering. Of course, you do need to create the initial Final Gather map before you create the render. So this can save time when you are re-rendering a scene after making changes that don't involve the Final Gathering effect.

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Image for Lighting and Rendering with mental ray in Maya
Lighting and Rendering with mental ray in Maya

59 video lessons · 7897 viewers

Eric Keller
Author

 
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  1. 3m 46s
    1. Welcome
      1m 32s
    2. Using the exercise files
      2m 14s
  2. 19m 8s
    1. What is a CG light?
      1m 22s
    2. Types of CG lights
      10m 55s
    3. Direct lighting
      4m 48s
    4. Indirect lighting
      2m 3s
  3. 53m 20s
    1. Decay rate
      6m 30s
    2. Previewing lighting and shadows
      2m 37s
    3. Creating depth map shadows
      1m 57s
    4. Troubleshooting depth map shadows
      2m 38s
    5. Shadow map overrides
      5m 30s
    6. Using the shadow map camera
      5m 31s
    7. Saving and reusing shadow maps
      2m 48s
    8. Creating raytraced shadows
      1m 56s
    9. Adding softness to raytraced shadows
      3m 42s
    10. Creating area light shadows
      5m 11s
    11. Sample: mental ray area light
      4m 23s
    12. Setting area light visibility
      8m 7s
    13. Creating soft shadows with spot lights
      2m 30s
  4. 43m 35s
    1. Setting global illumination for interiors
      2m 33s
    2. Tuning global illumination
      5m 56s
    3. Global illumination photons
      1m 12s
    4. Activating caustic light effects
      3m 28s
    5. Tuning caustic settings
      3m 35s
    6. Setting caustic light effects on metal
      2m 35s
    7. Using final gathering for indirect lighting
      2m 9s
    8. Tuning final gathering
      4m 2s
    9. Reusing final gathering maps
      3m 21s
    10. Adding light with shaders
      5m 27s
    11. Creating final gathering maps for animation
      4m 26s
    12. Combining final gathering with global illumination
      4m 51s
  5. 1h 2m
    1. Activating the Physical Sun and Sky network
      2m 33s
    2. Tuning the Physical Sun and Sky settings
      7m 18s
    3. Applying physical light shaders
      8m 54s
    4. Applying image-based lighting
      8m 57s
    5. Tone mapping
      6m 23s
    6. Applying portal light shaders
      7m 45s
    7. Creating light beams with participating media
      10m 9s
    8. Adding depth of field with the Bokeh lens shader
      10m 39s
  6. 48m 21s
    1. Introducing render layers
      6m 13s
    2. Creating render layers
      4m 28s
    3. Splitting a scene into render layers
      15m 36s
    4. Applying render layer presets
      7m 47s
    5. Setting render layer overrides
      7m 7s
    6. Creating render layer composites
      3m 52s
    7. Organizing renders with tokens
      3m 18s
  7. 42m 24s
    1. Introducing render passes
      2m 56s
    2. Comparing render passes and render layers
      6m 44s
    3. Editing render passes
      10m 41s
    4. Using appropriate materials
      5m 51s
    5. Batch-rendering passes
      5m 56s
    6. Compositing in After Effects
      6m 41s
    7. Rendering the EXR image format
      3m 35s
  8. 23m 3s
    1. Anti-Aliasing Quality
      6m 44s
    2. Setting color profiles
      2m 53s
    3. Diagnosing raytracing
      5m 7s
    4. Adjusting motion blur
      6m 57s
    5. Finding mental ray help
      1m 22s
  9. 21s
    1. Goodbye
      21s

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