MentalRayTips
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Thorsten's incredible Render Optimzer for MR eliminates blotches in mirrors! - Fantastic!!!!!!
8:08 AM Mar 28th
via web
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Interesting bug in MentalRay - mrPEC - Color Saturation at 0 (b/w) causes refraction to fail (glass goes solid black). Bug or "feature"?
11:57 PM Mar 13th
via web
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Our De-Brief article on "The House" project is in the latest issue of @. Be sure to pick up a copy!
1:52 AM Sep 14th, 2011
via TweetDeck
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After almost 4 years Atelier York are proud to reveal "The House" & "Making Of" We hope you enjoy!
2:41 AM Jul 15th, 2011
via TweetDeck
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This will also eliminate speckles and fuzziness on objects reflecting the environment from long distances.
2:27 AM Jul 12th, 2011
via TweetDeck
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In A&D material, limit the reflection distance and falloff to a solid colour to seriously speed up renders with lots of reflective mats.
2:26 AM Jul 12th, 2011
via TweetDeck
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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).
1:26 AM Jul 8th, 2011
via TweetDeck
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Control FG quality per material in A&D materials. Great for faster grass/foliage/trees etc.
4:27 AM Jul 6th, 2011
via Twitter for iPhone
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... 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.
4:11 AM Jul 6th, 2011
via web
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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
4:10 AM Jul 6th, 2011
via web
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... be useless for your RSoS, as you only want your chosen objects to affect the alpha, for compositing.
4:01 AM Jul 6th, 2011
via TweetDeck
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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...
4:00 AM Jul 6th, 2011
via TweetDeck
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Render Subset of Scene appears to have issues with MRProxies using transparency/cutout. Use MR Matte/Shadow/Reflection shader to solve this.
3:51 AM Jul 6th, 2011
via TweetDeck
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This way your objects will comp perfectly over your original beauty pass, with no black "halo" around them.
3:49 AM Jul 6th, 2011
via TweetDeck
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... the MR Environment Background Camera Map shader for your beauty pass map, rather than the map only, with Force Transp. Alpha enabled.
3:49 AM Jul 6th, 2011
via TweetDeck
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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...
3:47 AM Jul 6th, 2011
via TweetDeck
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When using Render Subset of Scene to comp new/changed/fixed objects over your Beauty pass, rather than using a pure black background...
3:46 AM Jul 6th, 2011
via TweetDeck
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Use attenuation on all of your lights. Just start the attenuation outside scene boundary, e.g. 12m > 15m. Speeds up rendering.
5:14 AM Jun 29th, 2011
via TweetDeck
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Avoid real colour-based AO in your A&D mats in animations. Use tweaked solid colours or render an AO pass.
6:44 AM Jun 20th, 2011
via Twitter for iPhone
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Use reflection distance/falloff in your A&D mats to eliminate environment noise and speed up renders.
6:43 AM Jun 20th, 2011
via Twitter for iPhone
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- Name Alex York
- Location London, UK
- Web http://www.alexyo...
- Bio Mental Ray Tips (for Max). www.alexyork.co.uk Please feel free to ask questions!
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