I'll run a couple tests with the scene setup you mention, and I'm ready admit I'm wrong since I haven't done any serious mental ray work for at least a year and a half, but I'm still going to bet FG + GI is faster. You need to tweak your settings a fair bit though. With pure FG, you'll end up turning up your FG points and…
I really don't think that forcing FG into doing 3 or 4 bounces would be faster than using GI to generate photon hits and FG to smooth them, since that's what each was designed to do. I also don't think there's a way to do that, FG just wasn't designed to be a GI solution, more like a GI interpolater.
ivars couldn't find anything about a portal light using the maya search? Is it a mentalgay shader? Glib are you using GI + FG and emitting photons from your sky and directional light, if not all that's happening by turning on GI is you are disabling secondary diffuse bounces. Sorry can't post the scene I'm lighting a large…
This made me curious and I ran a few quick tests, for me GI + FG with 5 photon bounces was significantly faster than straight FG with 2 bounces (second bounces checked on). Can you post your test scene so I could take a crack at that? I was just working with a really hastily made mockup.
In the same theme of this thread does anyone know a way to get ambient occlusion multiplied into this bake without compositing it later. I'm finding the FG + GI is physically accurate but it's not quite giving the look I'm after, I'd like to be dark in the cracks and right angles but still give colour bounce. I've found…
Why is comping the AO afterward not an option? It would give you much more control... There are shaders which output a color-bounce as well as occlusion. I used to use a few on the lamrug.org site, but it appears they've gotten rid of them (or at least I can't find them there anymore). This looks like it might be a newer…
Glib in maya 2009 you can force final gather to bounce as much as you like and it is substantially faster than emitting photons with global illumination + final gather. copain I found that tutorial about the secret midefault node but I think in maya 2008 as far as I know you can only add one extra bounce, which is also…