this is my first post on polycount, working on this scene for a few days now. I am lighting with radiosity and photometric lights. problem is those spots you can see on the floor and some other places. I think that its the photons beeen emmited, but I cant figure out how to "blur" it so it doesnt look like a hotspot on the floor. any help is greatly apretiated.
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Off the top of my head it looks like your final gather rays need upping, but that's assuming this is mental ray. I dunno, I'm guessing you're using mental ray from within 3ds Max, so I'm not best qualified to help you, but you might want to provide a bit more info. Perhaps post your settings.
You can still get a 'shotgun' type look, if you don't have enough photons with MR. MR also has area lights that can produce nice results.
I checked ou your webpage. I don't like the existance of the splash screen and the thumbs are hard for me to see. Your work there looks solid.
This scene looks pretty cool, but it is begging for some tight materials. Also, is you are going to pre-render this, MR has MUCH better support for bump and displacement maps in my experience.
Seeing the render, I had assumed this was an environment for a game, but then looking at the wireframe, it seems you have a lot of wasted polys for something of in-game resolution. Something that mainly seems odd to me is that the big cylindrical pillar or pipe on the left seems to be game-resolution, but then the pipes going into the floor from the back of the boiler on the right seem more like a control mesh for a high-poly subdivision surface than an in-game model.
This leads me to think that this is a scene for a pre-rendered animation - however, if this is the case, then why do so many areas have a "low-poly" feel to them? The whole scene is a curious mix of in-game resolution meshes, and high-poly meshes ripe for MeshSmooth or sub-d.
What exactly were you aiming for here? The scene looks good, but it's too high-detail (in certain areas) for games, and too low-detail in other areas to make for a good pre-rendered scene. I'd recommend either optimising the higher-detail meshes to bring it all down to the same overall in-game level of detail, or add polys to the low-res meshes and smooth it all out for a pre-rendered scene.
Keep it up.