Join Aaron F. Ross for an in-depth discussion in this video Controlling mental ray Sampling Quality, part of Creating Product Shots in 3ds Max.
…So far in this course we've rendered all of our tests at draft quality.…And now we're ready to do a final rendering.…We'll need to check in with the render…quality settings in order to get the best results.…One thing that you might want to look…at is the quality of the aerial lights themselves.…In this studio lighting set-up, remember, we have…mental ray area spotlights as our key lights.…I'm going to select one of those, and go over to the Modify panel, and…go down to the bottom to the Area Light parameters, and open that up.…
And you'll see there's two fields here for samples in u…and v, and this is the quality of the area lighting itself.…And that affects the illumination as well as the shadows.…A general rule of thumb is the larger the radius of…the light is, the higher the samples value will need to be.…Currently, our lights are set to the default sample…values of five, and we're getting a good enough result.…So there's no compelling reason for me…to increase these values, because it would just…cause the render time to become longer, and…
AuthorAaron F. Ross
Want to learn how to create the same effect with Maya? Check out Creating Product Shots in Maya.
- Importing solid models as 3ds Max body objects
- Working with the scene layout, hierarchy, and display layers
- Building Arch & Design materials
- Creating area and photometric lights
- Setting exposure control
- Optimizing indirect illumination with Final Gather
- Image-based lighting with high dynamic range files
- Lighting with self-illuminated geometry
- Rendering to high dynamic range
- Saving render passes with Render Elements
- Adding ambient occlusion
- Layering and color correction in After Effects
Skill Level Intermediate
1. Laying Out the Scene
2. Studio Lighting
Controlling Final Gather3m 57s
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Compositing
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