mental ray Materials and Texture Repository and Tutorials - MrMaterials

Quick note on gamma issue (dark textures)

I wanted to take a few minutes to explain the current gamma setup of the 3ds

Max matlab scenes, and what to do if your output doesn't look similar to the default render that comes with the scenes.

Last Updated on Tuesday, 19 March 2013 20:35

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WIP - Training scene test animation

I've been working on some new scenes for use in my mental ray training classes. Thought I'd give a sneak peak at one of these scenes in it's current WIP state:
Download Animation

Last Updated on Tuesday, 19 March 2013 20:35

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Let's help put an end to our low contrast renders!

Maybe it's just me, but it seems there's a movement towards low contrast, no burnt/overbright areas in renders these days. I know I've been guilty of it to some extent. Why? Well I think LWF has a lot to do with it.

For the longest time a lot of us created images with incorrect gamma settings. We often had too much contrast in our renders. Then this "LWF Revolution" came around and now IMHO the pendulum has swung the opposite direction. Now it's far more common to have little to no contrast in our renders.

Last Updated on Tuesday, 19 March 2013 20:35

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Random blurb - Car paint / Volume Caustics

audi-thb.jpgNow that I have some newer PC's here, I wanted to run some animation tests to 'break them in' if you will. I started things off simple with a car paint animation. The Audi model was provided by someone else (thanks).

 

 

Last Updated on Tuesday, 19 March 2013 20:35

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Optimizing Your Scenes for mr Proxies

"I'm using the new mr Proxy objects in 3ds Max 2009 / 3ds Max Design 2009 and I can't render but a few proxy objects before I run into the dreaded out of memory error....what gives?"

I've been asked this a few times, and seen it asked on various forums so I thought I'd post some information here that will help that situation.

In 3ds Max 2009 / 3ds Max Design 2009 there's a new BSP method introduced called BSP2. For those wondering, BSP = Binary Space Partitioning and it sub-divides our scenes into boxes (voxels) which allow mental ray to accelerate the ray-tracing process.
(Of course that's an over simplified explanation)

Last Updated on Tuesday, 19 March 2013 20:35

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