Join Brian Bradley for an in-depth discussion in this video Saving and reusing indirect illumination map files, part of Up and Running with mental ray in 3ds Max.
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…Having seen then how both final gather and photon mapping can be used together to…extremely good effect, let's take a look now at the ability we have when using…Mental Ray's GI systems to save, load and so reuse pre-calculated GI solutions.…We are again continuing on in our stat scene from exactly where we left it in…the previous exercise with both final gather and photon mapping enabled.…And producing a fairly decent end result using what most experienced Mental Ray…users would describe as fairly low end settings.…This gives us a render you'll recall,…that takes just under a minute to complete on this Quad Core i7 Windows 8 machine.…For artists needing to produce multiple renders from multiple cameras in a scene…though, the good news is that we can lower that render time even further by,…as we say, saving and then reusing pre-calculated GI solutions.…
Now with render times already extremely low that may not…sound like such an important feat to accomplish, but…remember, this is an almost untextured scene.…
- Setting mental ray as the render engine
- Working with ActiveShade mode
- Using Nvidia's imf_display tool
- Creating a daylight system
- Controlling the mental ray sun and sky
- Using Final Gather and photons, both individually and together
- Working with diffuse, reflective, translucent, and other materials
- Controlling render quality with image sampling
- Working with displacement mapping
- Using proxies
Skill Level Intermediate
Creating Simulations in MassFX and 3ds Maxwith Brian Bradley3h 53m Intermediate
Getting Started with CAT Rigging Tools in 3ds Maxwith Joel Bradley2h 33m Intermediate
3ds Max 2015 Essential Trainingwith Aaron F. Ross10h 43m Beginner
1. mental ray Workflow
2. Lighting Tools
3. Global Illumination (GI)
4. mental ray Materials
5. Quality Control with Image Sampling
6. Render FX Tools
What's next?2m 5s
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