i would like to make this thread for rendering
and its technics
first of all you musttttt read this thread
Vray-like with mentalray
this was may first test after i read that thread
it need alot of work in texturing and alot of tweaking in
the model from archinteriors
so lets do good rendering stuff and lets share the knowledge
with each other
there is alot of subject we need to study
so if anybody understand it lets share it
with each other.
and if no one know itt ...!! soo lets search for it
and help each other
i've explain it before but i copy it here
to the render thread
*i made the square noisy to see the pixels
your image contains alot of pixels, this pixel carries the RGB color.
look closely to the edge of the square... you will see it sharp
because of the square's edges go strait with pixels
but when you draw a line which is not strait
the line will pixellate like this...
so if we need the edge go sharp so we need to add more pixels
to decrease this pixelation
in 3d we have the anti-aliasing
this is the process which we decide for how much pixels will be added.
we have 2 deferent ways in AA (Anti-Aliasing)
* Fixed samples
* Adaptive samples
Fixed samples.... you are tilling maya that i want you to raise the pixels
in all over the image whether there is a curve needs pixels or there is not...!! (Solid color)
and thats toooooooooooo much money
But Adaptive samples.... you are tilling maya that i want you to raise the
pixels at the places that needs more pixels... (at curves)
as shown above the pixelated edge for the low samples
with adaptive samples you determine the min. and the max. values for
the samples ..(min=at least add pixels with this rate, max=add pixles
but dont go high than this rate)
*the black grid this is the pixels
there is an Under Sampling and Over Sampling
over sampling means that the pixel subdivide.
0= 1 subdivision inside the pixel one time
1= 2 subdivision ....
and so on...
and under sampling that means combines more one
pixel in one sample ...
-1= combine 4 pixels
-2= combine 8 pixels
and so on....
so there must be a minimum and maximum value for sampling
like -2,0 -1,1 0,2 ... and so on......
so the adaptive sampling we add more pixels
at places that needs more pixels... and the places that doesnt
need more pixels we never add pixels,
there is very important thing in maya and there is very very few
people that use it ... samples Diagnose
samples diagnose show you the way that the samples spread in
*to activate the sample diagnose ... go to render global > Diagnostic > (chick samples)...
as you can see...
in samples -2,0 the samples (white dots) has been spread in a wide range
and by raising the sample bit by bit the samples is pushed into the edges
and if you see the render you will find the edge go sharp because the
edges has more more pixels to smooth
but in -2,0 the samples has been wasted in the image so the edge is
yeah , hazem your link is soo powerful
, and here is another link
ok guys we moved test from the compositing workshop to here
here is the link again
so let's start and make it great place to share knowledge
here is my test , only with DGS
another test , it's
i just rise up the filter from 1 to 2
here is a another one i fix the shadow , i do that by rise up the shadow rays
hazem please can you show us how we can use diagnostic with final gathering
, and how it can help us to setup Min\Max radius to get the most accurate result
كان عندي سوال اذا كان في الموقع او موقع اخر تعليم المنتل ري باحتراف اذا كان متوفر هل بالامكان ان تدلونا عليها وجزاك الله خير
Do Not Give Up
You are going to make it!
YOu are going to make it!
Do not, I repeat do not give up,
now that you stand on the brink of a breakthrough!
Be very careful; Make sure of every step you take.
This day is made just for you!
You are going to make it today!
hmsabry please , what's mean DAG nodes
this step of tutorial not clear for me ??
b. “Diffuse” light
Create a point light and open the light’s attributes. Under the mental ray section turn on the “Area Light” option.
point light converted into a mentalray area light
but i could't do this step
in the past ... when you need a light to fill
a space (softly) , you should make a point light and
in mentalray tab in the light you check
on the use area light
coz with the area light the image was too heavy to render
but now you are just make an area light and
make it (mentalray area light) by checking
the use area light
its fast in render than before