Wiki page has instructions for rendering cubemaps in Max. I just got V-Ray for a job this week, so no, I haven't. Also just started using mentalray. I've used the default scanline renderer in Max for cubemaps. Works fine for compositing layers together. I also learned you can't use the Reflect/Refract map (see wiki) with…
I had to do this a while back on an environment, as the lads have said camera mapping is the only way to do it. The thing is that since reflections are view dependent it tends to look like crap when the view changes. its also very prone to streaking, multiple projections can work around this but its not great. I found…
http://206.145.80.239/zbc/showthread.php?t=20310&page=1&pp=15 check that out mop.. you will notice the mentalray renders blow the displacement modifier ones out of the water.. so much detail is lost with the displacment mod .. this is the main reason i wont use the displacement modifier because it seems to dumb down the…
Oh my bad, I thought you wanted to do realtime in the viewport. For easier rendering, you should look into Arnold, or even mentalray. But you'll have the easiest time actually using a game engine. Like Unreal. Some links to get you started. https://polycount.com/discussion/88933/how-to-make-terrains-for-games/p1…
i toyed around with max2010 at work, means worked with it for about a week or so (did basic modeling stuff and rendering with mentalray). Its not all that bad, I already like some of the polyboost/graphite stuff (havent used it before) - and yeah UI/Ribbon could be a little smoother, but its not too bad to be honest. I…
@firecracker I tried to put dirt alpha there, but for some reason it absorbed all my photon from Mentalray's GI.. so I took it off, anyone know any way to make a geometry not absorb any photon at all? @Leviathan I can try turn the raytrace shadow filter even higher :) althought take half hour to render each shot already
Eric: ye sry, forgot to mention it is Maya. Ghost: I've combined the mesh reassuringly and using the default lambert1 only. I checked yet again, though. If I render with MayaSoftware, it renders correctly, which pinpoints it to being the mentalray options being the thug. Almost as if the setting "Make annoying part of mesh…
im getting problems baking out AO maps using mental ray in maya, basically it is refusing to capture high poly bits that go underneath/behind the low poly mesh, the same settings a re fine using mayas renderer to capture the diffuse/normals, does mentalray have different settings to this or is there a work round, sorry…
Hello, I have posted this before but decided to rename the thread title to better fit subject matter. Old thread found here. http://www.polycount.com/forum/showthread.php?t=93288&highlight=beware This is a pedestal scene I am currently working on using Maya, Zbrush and mentalRay. and I have quite a few touch ups still to…
Bingo! I was just about to respond saying that i was still getting the bloated effect however i realised I was rendering with MentalRay but using a standard material, I switched to arch and design and plugged the map in to the slot and it seems to have worked. Thank you so much for your help, I'm very new to Mudbox and not…