Thursday, 6 March 2014

CG Artists Toolkit: Mental Ray- Samples and Quality Control, and Final Gather

Sampling and Quality Control

 The images below are a series of renders in Autodesk Maya having adjusted multiple settings, such as the samples, raytracing, depth map shadows and the like. The end goal to have a good balance between a high quality render and a low render time. Its quite a long tutorial and though I followed it along step-by-step, I feel I may have to watch it back again to understand how to I can apply the adjustments to settings within the lights and shadows so that things are smooth and the right brightness.and render settings so that I might get an economical but high quality render.

Initial Render

 Final Render (In Maya 2013)

Final Gather

The sequence of images below display the development towards Maya's immitation of 'final gather' Final gather is essentially bouncing light. The way light will hit, say, a white work surface and then bounce off and be reflected on nearby objects. Its is seen everywhere in the natural world, but it takes a few settings to recreate within Maya.

The three images above show the differences when adjusting the accuracy, point density and point interpolation. As can be seen it progressively  mottles the render.

 The pair of images above are derived from using the 'Final Gathering Map'. The difference between the two images is the 'Accuracy' by which mental ray calculates the density.

 The end result of this final gather tutorial see's a Tron rendition of the little robot in his rocket. And the final gather can be seen reflecting really well off of the robot and various parts of the space ship. I'm liking the blue rims. And the stronger glow.

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