Used the settings above and got an even more beautiful render, mouth watering in fact :) The problem remains though, the sand is still there. It would take a lot of work to touch it out. I even isolated the torso and baked it separately as was suggested on 'my mentalray' forums. Still no joy. The rays are at max and it…
Hey all, I've been working on a scene mimicking a photograph I took of a some Gerbera Daisies I took a few months ago at the Dallas Arboretum. I need to finish this guy up so I can get back to the game props, and I need me some feedback! Not a real-time asset. Using Max2012 with mentalRay, and its built in Depth of Field…
I'm rendering some animation with mentalray and got some kind of weird lines on edges aka "motion blur". There is no effects applied, rather default settings - increasing quality doesn't affect this issue. Curiously, it doesn't happen on some friends' computers and it happens on the others' ones - the same file with the…
Hello... I am having some problem to set an output directory for my rendering settings... I played with the "defaultRenderGlobals" node but nothing here... I also checked the documentation and nothing to set a directory in the "render" or "Mayatomr" commands... I just want to do a render from a camera and then to drop the…
Hm, unfortunately that wasn't the issue... I completely stripped all of the materials from my scene and deleted everything. That seems to have solved it, although I have no idea which material was anything to do with VRay... I had a couple of Promaterials in there along with Autodesk, but I thought they were MentalRay ?…
Don't use mentalray renderer to showcase a game model. Use a game engine instead. Your barrel normal map is getting better, good job. Have you seen this barrel yet? Might gain some pointers from they way they did theirs. http://polycount.com/discussion/183292/viking-props-marmoset-toolbag-3
A Gamma seting of 2.2 is for when you are doing physically based offline rendering(Vray/Mentalray/etc) using a linear workflow, but a lot of people disable it for general work when not rendering. Strange though, as having it on should make things brighter, not darker. :) You painted this texture yourself? Did you create it…
yeah that always pisses me off, because they're one step away from a nice feature. You can go to window->rendering editors->mentalray->approximation editor and turn on subdivision approximation for the selected objects, but that's extremely inconvenient :( My biggest overall requests would probably be 'edge constraints',…
you can rebake the normal map using a normalbump texture type in the shader from your original object -> new object with correct uvs and it should reinterpret the normal map properly if you're using 3ds max. I haven't tried it in maya, but i imagine as long as you're using mentalray it should work fine? can anyone confirm?
hi everyone, this is my first time i post something here, i just finished my exam 3D. we had to make a high poly car. the model was modeled in 3ds max, en rendered with mental ray with only mentalray materials (mostly arch and design. this is the turnaround on youtube: https://www.youtube.com/watch?v=-gNUujkEfEw