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MentalRayTips

  1. Thorsten's incredible Render Optimzer for MR eliminates blotches in mirrors! infinity-vision.de/blog/fg_multif… - Fantastic!!!!!!
  2. Interesting bug in MentalRay - mrPEC - Color Saturation at 0 (b/w) causes refraction to fail (glass goes solid black). Bug or "feature"?
  3. Our De-Brief article on "The House" project is in the latest issue of @3DWorldMag. Be sure to pick up a copy!
  4. This will also eliminate speckles and fuzziness on objects reflecting the environment from long distances.
  5. In A&D material, limit the reflection distance and falloff to a solid colour to seriously speed up renders with lots of reflective mats.
  6. In MR you can disable backface culling in A&D but FG still won't calculate properly on flipped faces (will appear black during FG pass).
  7. Control FG quality per material in A&D materials. Great for faster grass/foliage/trees etc.
  8. ... few buckets of the frame. Likewise more nodes in your DBR farm. Don't go too small though, as it might slow your renders down.
  9. Bucket Width of 32 is fine for most high-res stills, but for animations try 16. Smaller buckets mean more cores/threads can render the last
  10. ... be useless for your RSoS, as you only want your chosen objects to affect the alpha, for compositing.
  11. The reason you need to use the Background Camera Map shader is that you need the alpha to = 0. Map alone and it will = 1, which will...
  12. Render Subset of Scene appears to have issues with MRProxies using transparency/cutout. Use MR Matte/Shadow/Reflection shader to solve this.
  13. This way your objects will comp perfectly over your original beauty pass, with no black "halo" around them.
  14. ... the MR Environment Background Camera Map shader for your beauty pass map, rather than the map only, with Force Transp. Alpha enabled.
  15. Consider using your beauty pass in the "Other Objects" slot of RSoS material, so it comps better (pre-mult issue). You might need to use...
  16. When using Render Subset of Scene to comp new/changed/fixed objects over your Beauty pass, rather than using a pure black background...
  17. Use attenuation on all of your lights. Just start the attenuation outside scene boundary, e.g. 12m > 15m. Speeds up rendering.
  18. Avoid real colour-based AO in your A&D mats in animations. Use tweaked solid colours or render an AO pass.
  19. Use reflection distance/falloff in your A&D mats to eliminate environment noise and speed up renders.