Unconfigured Ad Widget

تقليص

إعـــــــلان

تقليص
لا يوجد إعلان حتى الآن.

منقول : Stuff you never even knew about mental ray 3.5

تقليص
X
 
  • تصفية - فلترة
  • الوقت
  • عرض
إلغاء تحديد الكل
مشاركات جديدة

  • منقول : Stuff you never even knew about mental ray 3.5

    One of the coolest features of mental ray 3.5 is the way the final gathering feature works.

    It may deceptively seem to work the same way as before, but it doesn't. One really important point is that each FG point stored isn't just a color, it's a whole set of colors - with directional information (for the tech heads: think spherical harmonics).

    What does this mean? It means a lot for bump-mapping!!

    In earlier version of mental ray, bumps basically had to be resolved by the adaptivity of the final gathering, causing an extreme density of final gather points due to the variation in the bumps.

    But in mr 3.5 it works completely differently; the final gathering is actually calculated on the un-bumped normal vector, and the result is stored including directional data... and then at render time, data is looked up into this directional data.

    The result is:


    * Much lower density of final gather points needed, the existance of bump maps does not increase the density!
    * Very high quality of directional effects of indirect light on the bump maps, at levels previously impossible.



    This makes bumpy surfaces render faster, and resolve in much greater detail, causing details in the bump maps in "dark" areas, i.e. areas only lit by bounce lights or other forms of indirect light such as photons.

    The catch:

    Some earlier shaders out in the wild intentionally tried to work around this problem. These workaround can potentially interfere with the "correctness" of the new method.

    The good stuff:

    The cool stuff is that due to this new FG storage format, it is possible to do directional lookups into the FG map. This is how the "Highlights Only" mode in the Arch&Design material works, which can give a very good "visual simulation" of extremely glossy reflections, without actually shooting a ton of rays and taking almost no extra render time!
    للاستماع و تحميل القرآن الكريم برابط واحد للشيخ اللذى تحب و بصوت عالى الجوده :
    http://www.tvquran.com/

    Join me on Facebook
    https://www.facebook.com/rabieart.fanpage
    https://www.facebook.com/MCC4P

  • #2
    By Zap

    .................................................................................................
    للاستماع و تحميل القرآن الكريم برابط واحد للشيخ اللذى تحب و بصوت عالى الجوده :
    http://www.tvquran.com/

    Join me on Facebook
    https://www.facebook.com/rabieart.fanpage
    https://www.facebook.com/MCC4P

    تعليق


    • #3
      اشكرك محمد رمضان ...

      موضوع جدددددددددددددددددددددددددا مهم ...

      و لكن اتمنى ان يترجم ... لتعم الفائده ....

      It may deceptively seem to work the same way as before, but it doesn't

      الترجمه : ربما من الوهله الاولى قد يبدو متشابه عن سابقه باداء العمل .. و لكنه مختلف ...
      MAYA GET ME . . .
      MAYA Lesson's . . . Video Only

      تعليق


      • #4
        http://forum.lamrug.org/viewtopic.php?f=1&t=1608
        Although FG and GI can be used either together or separately, IP remains exclusive. However, do note that Caustics can be used with IP.

        تعليق

        يعمل...
        X