Yeah, shaddup, I yoinked a scene from my old archives to revamp and use in a school assignment. Shhhhhhhh, don't tell. Anyway, just getting the feel of mental ray from Maya here, nothing special. Textures are Maya procedurals. Modeling done in Blender probably a year ago, some remodeled now because I'm a lot better than I was, then OBJ'd over.
Rendered for about an hour using mental ray at 1280x720. GI, Final Gather used. Total poly count with smoothing came out to 71470 verts and 71800 faces.
            Rendered for about an hour using mental ray at 1280x720. GI, Final Gather used. Total poly count with smoothing came out to 71470 verts and 71800 faces.
Category Artwork (Digital) / Scenery
                    Species Unspecified / Any
                    Size 900 x 506px
                    File Size 118.4 kB
                
                    I haven't used YafRay in a while. I really need to check what's going on with Yaf(a)Ray, too. But meh, I'll probably just wait for the new render API in 2.5; that should make things a lot easier.
And just started learning mental ray, but it seems like it could be pretty powerful. But having to type a MEL line to get to the mental ray default options and increase my secondary diffuse depth for FG? What's up with that? D:
            And just started learning mental ray, but it seems like it could be pretty powerful. But having to type a MEL line to get to the mental ray default options and increase my secondary diffuse depth for FG? What's up with that? D:
                    I just think that Mental Ray is more confusing than it needs to be. As far as I can tell, in Maya, in order to get simple things like Amb Occlusion working you have to make new "mental ray" textures for every object. Plus the default settings for all the Mental Ray settings are just terrible. In blender, all you have to do is push the "Amb Occlusion" button.                
            
                    I think there's a way you can do a mental ray pass with just a new render layer, but I'd have to remember it...
Either way, I do prefer Blender's ambient occlusion. I just wish Blender had better-integrated GI, FG, the works. YafRay's aging fast, and I can't get it working in newer builds on other computers at all.
            Either way, I do prefer Blender's ambient occlusion. I just wish Blender had better-integrated GI, FG, the works. YafRay's aging fast, and I can't get it working in newer builds on other computers at all.
                    Hokay, here's what I did:
Go over to your render layers. Select everything in your scene and then use Layers > Create Layer from Selected. On the new layer, right-click-hold to get another menu. Navigate to Presets > Occlusion. Then you can render out that layer as an occlusion pass. You still have to composite it on yourself with Photoshop or something which is a pain in the ass, but it works.
            Go over to your render layers. Select everything in your scene and then use Layers > Create Layer from Selected. On the new layer, right-click-hold to get another menu. Navigate to Presets > Occlusion. Then you can render out that layer as an occlusion pass. You still have to composite it on yourself with Photoshop or something which is a pain in the ass, but it works.
                    Only things that bug me are the shelves and the window. The shelves look like they're lit from above with some unseen light source (shadows look odd), and the windows lack reflection. 
Also, lol @ tags, and I could've sworn you said YiffRay at the bottom. Goddamn furries are poisoning my mind.
            Also, lol @ tags, and I could've sworn you said YiffRay at the bottom. Goddamn furries are poisoning my mind.
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