would it be possible for someone at mi to post complete maya scene files that demonstrate how to get results comparable to what David did here:
http://elementalray.wordpress.com/20...in-mental-ray/
that would be very helpful
thank you
would it be possible for someone at mi to post complete maya scene files that demonstrate how to get results comparable to what David did here:
http://elementalray.wordpress.com/20...in-mental-ray/
that would be very helpful
thank you
If you could find a car/model that is free or license free. I can do that and post it.
It's not that complex really. It's very easy to do. However for now I might recommend using the Builtin IBL (native) if your HDR has very high ranges and lower the resolution some for baking (environment lighting resolution, [value], integer)
Unfortunately I have over extended myself a bit lately so I'm behind (hence the slow posts).
"Don't let anyone drive you crazy when you know it's in walking distance."
"I occasionally confuse my desire for revenge with my desire for justice. Oops." -me
http://elementalray.wordpress.com/
a car would be best, but i only have one and i can’t post it.
attached is a scene with a test object i have been using. it’s no car but it can be used unrestricted and material assignment will be simpler.
here is what it looks like with a metal material applied to the cladding:
https://picasaweb.google.com/1091129...97247930955538
i also placed day and night, high and low res panos here:
https://docs.google.com/folder/d/0B8...NzN2l5R28/edit
they are from openfootage.com and are unrestricted with the exception of reselling them.
thank you for even considering doing this, if it works out, having a reference scene for best practices using the new stuff will be invaluable.
thanks also for the tip regarding when to use user vs builtin ibl.
btw, i had problems (maya2013 no service pack) getting the beauty pass to work for anything using builtin_bsdf_carpaint - i was using the mip nodes to comp. if i can’t track it down i will start another thread
For now the bsdf shaders do not support passes.
So you would still need to use the _passes shaders.
I'm going to be out of town for about a week. Hopefully then I can take a look for you.
"Don't let anyone drive you crazy when you know it's in walking distance."
"I occasionally confuse my desire for revenge with my desire for justice. Oops." -me
http://elementalray.wordpress.com/
sounds great, thanks