It means it's a diffuse(for example mid-grey)render pass, an AO render pass and a reflection render pass composited together. It's what's commonly called a 'Clay Render', which in this case also has reflections. The shader could also be created directly and output as a single beauty render pass - which negates the need to…
Just to correct you @musashidan, AOV is Arbitrary Output Variable, it's the "next gen" of render passes. But instead of re-rendering each pass from scratch, you get the desired info for free, split off from the main render. And those images look nothing like a specular AOV. Anyway. @ozzman1997 This looks like a GI render…
I've been trying...and trying...and trying to get a shading effect like this, but am getting nowhere. MR with skylight + portals, brute-force Final Gather calculations (interpolation set to zero, and takes several hours to finish) Scanline with Light Tracer, even GI from the V-Ray demo and nothing comes close. I need this…
Have you tried using Iray: Brute-force pathtracing as opposed to FG? Saving your renders to 32bit .exr will give you a lot more range to work with when crushing whites/blacks in post. I still would always advise comping passes in post. It just simply gives much more flexibility and saves hours of render time(believe me,…
What version of Max are you using? What renderers do you have access to? Is your scene in real-world scale? From my memory of using MR years back it has a decent AO output. Yes, a diffuse pass is just a 100% diffuse shader. Multiplying the AO in post as a layer will give you more control. With Vray dirt map you can nest…
I noticed that too, compared to my attempts it doesn't have that "dirty" shading around switches and knobs, just more of a soft directional light. I was really surprised that AO could *almost* pull off directional shadows, but it's not quite the same. The more I increase the max distance for AO, the more it resembles a…
What exactly does that mean? The only things I'm seeing online pertaining to those keywords involve the new Arnold renderer for Max 17...But it didn't exist in 2013 when these images were created.
:) Question? Why not Arnold? Brute force Pathtracing is a lot more accurate than a 'hack' like FG. Thankfully the days of endlessly tweaking settings in renderers are over. I spent years learning first MR, and then Vray. To think of all those hours spent on an old, shit PC tweaking long into the night...... :)
My material is usually Arch & Design in the neutral grey that it is by default, but sometimes I choose white instead. It doesn't seem to make much of a difference apart from overall brightness which can be tamed using exposure control. And the portals are slightly larger than my windows, placed about 5-10cm from the…
@throttlekitty yes, I haven't messed with AOVs yet as it's been a while since I've done any illustration(comping/paintover) work. This isn't necessarily 'next-gen' though. This has been possible for years using .exr Edit: OP - thinking about it now I remember there was a setting in MR to boost global GI AO. Maybe that's…