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  1. It's not because of the license, but because of...

    It's not because of the license, but because of the mdl-s.
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    Can u share a simple scene that shows this...

    Can u share a simple scene that shows this behavior?
  3. If something isn't explicitly mentioned as fixed...

    If something isn't explicitly mentioned as fixed in the release notes, it probably isn't. Also, it has been reported in other threads, so you don't really need to make a new one.
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    Well, yeah. These are all mdl related. If you...

    Well, yeah. These are all mdl related. If you aren't using mdl-s, there's nothing to worry about :)
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    This is expected. Mental ray supports only...

    This is expected. Mental ray supports only raytraced shadows and metal ray shadow maps.

    GI Next works only with unified.
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    That's the same as 1920836.

    That's the same as 1920836.
  7. With mr it's using mila. In regards to...

    With mr it's using mila. In regards to compatibility they are talking about workflow and minor features. For example, the BRDF facing/glancing reflection intensities that are available only in...
  8. I guess u're talking about the small specks in...

    I guess u're talking about the small specks in the shadowed areas?
    In case u have "Fast (interpolate)" on for reflections on some of the materials, make sure u turn it off - it's known to cause...
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    Can u elaborate? Also, not to derail much, but...

    Can u elaborate?

    Also, not to derail much, but talking about hair, u should add some docs for "mib_illum_hair_x". Right now there's nothing on the matter. Providing some presets/reference values...
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    That's quite unfortunate. Rendering hair with FG...

    That's quite unfortunate. Rendering hair with FG is mostly a huge pain due to interpolation. Rendering hair with FG bruteforce is a no go since it's slow as hell. And rendering hair with GI next is...
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    Another question... GI Next when used with hair...

    Another question... GI Next when used with hair produces quite strange self shadowing. That's both in CPU and GPU mode. Does it actually use hair primitives, or is hair still converted to geometry?
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    I understand, but have in mind that this example...

    I understand, but have in mind that this example is so outrageous for the sake of clarity. Not that situations like this are unheard of, but a more common scenario is image with clouds for the...
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    It should, but it doesn't. Result with FG (as...

    It should, but it doesn't.

    Result with FG (as expected):

    7643

    Result with GI (ignoring the skylight which has blue color and higher intensity):

    7644
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    Okay, so it seems that GI Next shows up in the...

    Okay, so it seems that GI Next shows up in the "A&D Diffuse Indirect Illumination" Render Element. Thing is, as the name suggests, this RE only works when using A&D materials - quite unfortunate......
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    Are you talking about "indirect diffuse" as...

    Are you talking about "indirect diffuse" as outputted by mila, because if this is what u have in mind, we don't have it as an option in max 2017 out of the box.



    I did use the gi clamp (not...
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    There are a few big things i'd like to bring up...

    There are a few big things i'd like to bring up to ur attention.

    GI Next in max has huge workflow related oversights - first and foremost it completely disregards any skylights in the scene and...
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    So i assume there's no way to do that, then?

    So i assume there's no way to do that, then?
  18. Yep, this happens with standard materials, for...

    Yep, this happens with standard materials, for some reason, but it's fine with A&D. In any case it's better if u stick with the latter. The Standard material is just ancient.
    In any case, feel free...
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    I can't since i don't use Thorsten's mila pack. ...

    I can't since i don't use Thorsten's mila pack.

    If u try what i suggested, and there's still a problem, i am sorry to tell u that the reason for this is probably the max photometric lights, and...
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    GI Next Diagnostics?

    Hi guys,
    I am testing with a pre-existing scene, and when rendering with Gi Next I get a ton of fireflies all over the place.
    I was wondering if there's some way to isolate/render only the...
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    All displacement shaders can be used with mila,...

    All displacement shaders can be used with mila, however due to some max limitations it should be wrapped inside the mila phenomenon.

    If u have access to max 2017 u can use the Physical Material...
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    Do you use Thorsten's package for mila? It isn't...

    Do you use Thorsten's package for mila? It isn't officially supported by either Nvidia or Autodesk.
    If you have the latest max (2017) u could use the Physical Material with mental ray, as it uses...
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    There's definitely some smudging going on along...

    There's definitely some smudging going on along corners and such, the question is whether there's unannounced way for the users to control it.

    Otherwise it's really painful, and more so when u...
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    gi next - filter or clamp?

    I have been toying with gi next in max, and i have found out that with a really low number of rays, I can get a really fast and decent indirect illumination. However if i have high contrast lighting...
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    Combining mila scatter and diffuse?

    How to combine mila scatter and diffuse in such a way that when I set the front scatter weight to 0, I'd get a 100% of the diffuse material. This way I'd have a diffuse material with only back...
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