I'm trying to render a sequence consisting of some letters with a self-illumintating glossy plastic material.
The object consists of two objects, one with high gloss plastic with a slight transparency, another one within it, slightly inset, with a high value self-illuminating material.
I look-developed it using still mode rendering, but when I started to render as a sequence I noticed it looked different than expected. The difference is in the indirect diffuse pass, which is very noisy in the animated sequence. It also has some very pronounced highlights which are incorrect.
we're currently doing an animation of a walkthrough of an airport where we're getting these strange artifacts when rendering after creating the final gather pass.
We're using only mr daylight system to light the scene, to get an all white soft-shadow render. Only three types material, diffuse white, glossy white and glass (all mr A&D). The glossy material gets blown out and we receive strange red and green artifacts here and there in the model.
I saw something about being able to render faster using network rendering for mental ray, but I'm not sure where I've seen it, nor do I know how it works.
If this is possible it would be great, since a scene I tried rendering had an ETA of about 51 hours. So I turned off ray traced shadows, seems to have lowered the rendering time quite a bit, but I'm still gonna end up with about 26 hours of rendering. If network rendering could bring that time down, that would be great.
I've got this scene of a roman temple like structure, with the floor being slightly reflective. It is covered in a Volume light completely. When rendered it gives a really nice effect to it, however takes ages to render. And I need it to render faster.
Am rendering it with mental ray, and with the Volume Light deactivated, it takes about 30 seconds to render the whole frame. When activating it rendering less then 1/4th of the frame takes 4:30 minutes.
Now this is not gonna work well when I'm gonna render a movieclip, so I'm gonna ask the following: Is there a good, fast alternative for that volume light?
I have an issue that every time I render a scene with photometric lights and have the exposure control set to Mr. Photographic exposure, outdoor night time, I get flicker. It appears to be an interlacing problem, but looks like the lights are flickering bright and dim. I am rendering as a .jpg sequence.
I thought I had this all working. And it did to an extent. When I plug a single displacement map into my standard lambert shader slot in maya, all works fine and dandy. However, as soon as I try to use multiple displacement maps, I am getting the problem that I had in the previous post, which is that the negative values are lost. I sort of understand why this is happening - that is when using a layered shader it uses alpha as luminance, and therefore the values don't go below zero, but I don't know what to do about it!? I have tried a network with set range etc but it just makes a mess. Any straightforward method of using multiple .exr files in a single shader for mental ray in maya?
I'm using mental ray rendering photometric lights with a lot of reflective surfaces. I keep getting little white specks showing up on certain surfaces.
I have made several renders in the Scanline renderer, I've tried to capture as much detail as I can squeak out of it, setting it to the Catmull-Rom filter, Light Tracer, Max Star 2.5, and the like. It creates nice renders for game assets. However, if I switch it to Mental Ray, it seems that a lot of the details get washed out. Are there any 'base setting' to capture every nook and cranny better?
Why has my rendered DVD turned out to be 'square' looking on our wide screen? I want the video to fill the screen entirely. We have a flat screen LED tv. I set the rendering to 16.9 but must have made a big mistake.
I am using Revit 2013 and I am rendering in the Cloud and my renderings are not turning out as well as I want them to. I was wondering what the intial settings under the graphics should be? like what shadows I should use? how high the exposure should be? Even when I turn the sun completely off the sun still shows through the windows. My renderings are also showing up grainy.
I am working with MTS files (AVCHD, 1920x1080, interlaced, 25 fps) in Premiere CS 6, Windows, and want to render my project with the same properties as h.264.
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A common misconception is that CUDA/OpenCL processing is only used for rendering for previews. That is not true. CUDA/OpenCL processing can be used for rendering for final output, too.
But where/what are the options/settings to use CUDA not only for preview purposes, but for accelerating the rendering of the final output, too?
Should I turn off the screensaver and/or energy saver on my Mac during rendering? I've been rendering (or I thought so) for more than 2 hours and when I came back to check on the progress it was basically in the same place as when I left. Now sitting here watching it it's moving again.
why i cannot change the color of the background when rendering? It is always black, and i cannot attached or make new material, if need to attach jpeg or new texture on my drawing, cannot create new material. what should i do? im currently using autocad for mac 2012.
i downloaded a 3ds max file from the internet and i would like to copy an object inside it to my own drawing. my drawing is using mental ray renderer while the object from the downloaded file is using vray materials. is there any way to convert or else to render the object so i can render it in mental ray?
Mostly work in VRay...can't figure out how to simulate the shadows from sunlight, where a window ledge casts a sharp shadow and a distant building casts a soft shadow.
I'm using the metallic preset under the arch and design for mental ray and i've added a scratch bump map. It shows perfectly on the material editor but doesn't show up at all on the actual rendered image.
Mental Ray keeps crashing out of memory during rendering. I guessing it's my jpeg images, becuase that's the only thing I am doing wrong. I didn't know what the set standard size it should be. I am using 2048x2048. I am not sure what the set standard is.
Updated my POST due to no replies.
Jennifer O'ConnorMastering mental ray ®Rendering Techniques for 3D ... is generally required for all 8-bit images saved as JPEG and PNG, and not ...... I found that most people where confused about PNG being 16- bit. Now I see I am doing good to keep the resolution and pixel size down to 8 bit.
Intell S5520SC Workstation Motherboard (2) Xeon 2.4GHZ 24GB of Certified Memory PNY Geforce GTX 560 1GB Memory (1) 300GB Raptor Harddrive Raid 0 (1) 74GB Raptor Harddrives Raid 1 { 3D Studio Max 2010 } Windows Vista Ultimate Candy Blue Thermaltake Xaser III Super Tower
How is it possible for Mental Ray to give me an out of memory error on a Windows 7 professional 64-bit machine using the 64-bit Max Design? I have 4GB of physical memory, but whenever a program needs more memory Windows allocates virtual memory to it, so theoretically my memory limit should be my hard drive space. However, when I try to render my scene with a little less than 200k polys with a displacement map on it (trying to get grass), the task manager shows 3dsmax.exe using up to 4.3GB of commit memory (4gb working memory), then it crashes.
I've set Windows to use up to 16gb for my pagefile, so it seems like mental ray isn't actually 64-bit since it crashes right at the 4gb limit of a 32-bit program.
EB42 Win7 64bit 4GB ram 500gb 10k rpm hdd
Infrastructure Design Suite Premium 2014 Civil 3D 2014 x64 Windows 7 64-bit 6GB RAM
I am searching for the "mental ray message window" in the 2012 version. ok i've got the German version, but there is only a "rendermeldungsfenster"(render message window) where only the errors are shown. is there any other possibility to see how many final gather points are in the scene?
I just tested some of my scenes from Max 2011 in 2012, and rendering is in average about 30% slower than in 2011.
I am attaching pictures for reference. It is obvious that they are 100% identical, there is no difference quality wise, but a significant difference performance wise. I will add some more result comparisons on more complex scenes to confirm the problem once they finish rendering. I am willing to provide my scenes to Autodesk if interested to solve this issue ASAP.
I'm currently doing an architectural visualization piece and wondered if there was a 'standard' Haze setting on a MR Daylight Solution for a realistic indoor scene?
The renders are looking quite nice, but was told altering the haze could give it a more realistic appearance.
I do not use Mental Ray at all. I am not interested in it. Ideally, I would uninstall all Mental Ray plugins but unfortunately, it seems Mental Ray classes are required by Substance.
I would love to have Preferences->mental ray-> Enable mental ray Extensions switched off by default. Unfortunately, I am unable to get this!
I have a MaxStart.max file with my basic VRay settings, VrayPhysicalCamera, Vray sun and sky system already in place. This is how I would like to start my each and every new Max scene. Unfortunately, regardless my settings, each time I restart Max, these bloody "mental ray extensions" are on again and again.
Is there any method to keep them off efficiently? So this does not return anymore?
I tried starting Maya 2012 from the terminal and it started fine.Then it gave me this when I opened Hypershade libpng warning: Ignoring attempt to set cHRM RGB triangle with zero area...As soon as I made a mental ray node , in Hypershade , Maya crashed.And before crashing it spit this out
Qt has caught an exception thrown from an event handler. Throwing exceptions from an event handler is not supported in Qt. You must reimplement QApplication::notify() and catch all exceptions there.terminate called after throwing an instance of 'M2MI::ApiOutputError'maya encountered a fatal error
2012 Hypershade works fine on windows at my friends place. Do I need to upgrade my QT to the latest build ?
How am I supposed to render my scene with AmbOcc and SSS and all.
am using sss material with mental ray and wen i render am getting this error massage PHEN 0.4 error: Internal error: misss_call_shader: Unexpected state->type case. what dose it mean and how to solve it ???