Join Brian Bradley for an in-depth discussion in this video Using photons: Part two, part of Learning mental ray in 3ds Max.
…With a basic photon solution in place then, and with our…photon trace depth settings giving us plenty of diffuse bounces in the scene.…What we need to do now is take a look at the number of…photons being emitted by our light object.…And given the sparseness of photons currently showing up in…our render increase the amount by quite a bit.…Now we can go ahead and…make that alteration in one of two ways, either at a global or local level.…To handle things globally we would simply come into the light properties section…of our photon controls here, and increase the average GI photons per light setting.…Keep in mind as we say though that this is a global control,…meaning any alteration in values here will affect every light source in the scene.…
As we only have one photon emitting light,…our mental ray sun at this moment in time, this wouldn't be a problem.…But in a scene with 10, 50 or perhaps more than 100 lights.…Well, I'm sure you can imagine the calculation slow down that…even a slight increase in global values here could potentially cause.…
- 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
MassFX and 3ds Max: Creating Simulations (2013)with Brian Bradley3h 53m Intermediate
Learning 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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