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TobyGaines

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TobyGaines last won the day on January 4 2018

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About TobyGaines

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    toby gaines
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  1. Every time I see black in transparency, the first thing I think is that ray settings are too low / not a bright enough environment to refract / exit color needs some value in it
  2. Rendering glass in mantra

    The noisiness is unfortunately a Mantra problem. Dive down into the shader and find the BRDF drop-down list, and change it from GGX to Phong.
  3. Sorry to ask this here but I can't find any info on this ; Trying to figure out if I can set a max distance for indirect diffuse bounce calculation, via nodes if there's no controls for it. I don't know the 3D math, and would love to learn it. Rendering a city at night, and neon lights are causing lots of noise on buildings too far to show their contribution anyway. It should greatly speed up Arnold's slow renders regardless of neon too. ( and switching to mesh lights has been a buggy nightmare anyway ) Thanks! Toby
  4. Reflection with alpha

    I'm sure you can build a shader to do that - I haven't figured it out myself - what I usually do for that is just apply a white constant shader to the subject and use the reflection as the alpha channel in comp
  5. That is what the matte feature is supposed to do. Matte renders are designed to be used later, not in the same render. To do what you want, you could project the background image onto the sphere, use that as color in a matte shader.
  6. Tips needed: Very refractive renders

    sweet jesus! what res is that? can you post any kind of scene, I'm sure we can whittle that down to size
  7. Tips needed: Very refractive renders

    If you're getting a lot of noise the reflection / refraction channels, switch the brdf in your shaders from ggv to Phong ( I know I hate phong too ), last I saw, it was impossible to get sharp reflections with ggx, creating a lot of noise and a lot of extra render time to clean up. We covered a lot of that here, if I can find the conversation. Also I assume ( and hope ) you're not trying to use indirect diffuse? Maybe if you can get away with no motion blur, do that - just throwing out ideas - iirc, reflection doesn't need as much ray depth to look good as refraction does, try refl at 2? btw what do you consider "huge" render times? Some people think that's 10 minutes.
  8. Mantra transparency

    Exactly, by far the easiest - but if you don't want to break out the geo, that cool IsShadow method looks ideal ^
  9. Leather texture, bump map

    A string?
  10. render volume in mantra in short time

    You can frequently get away with smaller light sources too, using larger area lights or domes will increase noise. Point / spot / distant lights will render fastest. And definitely keep Volume limit at 0. If ( if ) you can do your D.o.f. in post, that would help a lot too.
  11. Mantra transparency

    Better yet, for this type of thing where your outer eye object is solely faking the smooth / wet surface of the eye, turn off all shadow casting and indirect lighting contributions, and you get a little faster rendering bonus
  12. Houdini Rendering Issue

    Do you know what the brightest values in the HDR are? If they're crazy-high it could give you problems like that. A max value of 6.0 is pretty good - maybe try a max value of 3.0 to see if that solves it. Definitely keep it below 20.0 whatever you do, that's just begging for trouble. Blurring it could also be the answer ; to get rid of hot spots. You'll have to take the HDR into something like Nuke to do this ( did Photoshop ever make this kind of work possible? I avoid it like the plague ) *edit, Houdini has its own comper, maybe you can use that, I don't know how - 10 is really high for light samples - I've almost never needed more than 1, 10 must be super-slow
  13. It would be quicker, if it worked Not all scenes are the same, and I'm sure his trick doesn't mean that you can 'lower' the pixel samples. I've tried raising ray samples alone to fix noise, and it's been slower and still lower quality than having enough pixel samples. So now if I stray from the ray sample default of 1 / 9 @ 0.01, it's done in combination with higher pixel samples. 20hrs for 360 frames ( 3.5 min. per frame ) on one home computer is not slow by any means! Plan on taking several days to render that many frames or buy more computers. I use Nuke to render the exr's to .png, then bring them into Quicktime 7 pro to render video, but that's just hobby-level stuff, I haven't tried using Mplay to do it - do you see any compression settings for it?
  14. I don't think 2x2 pixel samples is high enough to render any scene in the universe without noise. 7x7 is about medium quality (all things being equal), I've had to go up to 18x18 for tougher scenes.
  15. Houdini or Katana

    I personally recommend Houdini over Katana, I've used both for lighting, and while it was an older ver. of Katana ( 2012, before Foundry bought it ), it was the slowest lighting tool I've ever used, and rather frustrating to use. Conversely Houdini is the BEST lighting tool I've ever used, despite missing the depth of features of other apps ( like barn doors ) ; the stability and flexibility are unmatched. Adding Katana to your pipeline also does not replace Maya for anything but lighting, whereas Houdini could replace Maya entirely, and you won't have to migrate any Fx either. Adding additional software, which has it's own unique requirements for integration into the pipe, is going to take more effort and more money than using what you already have.
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