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  • Interior/WIP - Maya to Vray

    We'll after trying to learn texturing in Max and the whole Vray vocabulary, this is what I have so far.

    Modeling was done in Maya and then imported and textured in Max.
    C&C are very much welcome and and info regarding the bright spot.



    There is still alot of work left to be done. For the life of me I can't get rid of that blotch. There is no intersecting geometry. In fact all my geometry is almost an inch of the ground to make sure nothing is touching. The floor also has thickness just in case.

    Settings:

    Vray Lights:
    Skylight Portals on the Windows = 3
    Vray light on lamp, ceiling and wall lamps. (4)
    Vray Light by Camera to simulate light from other rooms. (1)

    Image Sampling:
    Adaptive Min. 0 Max. 3

    Indirect Illumination: On
    No reflective/refractive caustics

    Irradiance Map
    Min. -2 Max. -2
    Clr/Nrm thres. .25
    Dist. thres. .1
    HSph. Subdiv. 50
    Interp. Samples 75

    Advance Irradiance Parameters:

    Interpolation type: Least Square Fit
    Sample Lookup: Precalc'd overlapping
    Calc. Pass Interp. Samples: 20
    Checked: Use current pass samples, Randomize samples, Check Sample Visibility

    Secondary Bounce: Global Photon Map:

    Bounces: 20
    Max Photons: 350
    Multiplier: 2.0
    Retrace Bounces: 20
    Retrace Thres. 0
    Max Density: 0
    Interpolation Samples: 20
    Checked: Convert to Irradience Map, Convex Hull Estimate, Auto Search Distance, Store Direct Light

    Skylight: 14

    HSV Exponential
    Light/Dark Multiplier: 1.0

    QMC Sampler:
    Early Termination
    Amount: .5
    Min. Samples: 20

    Rest of Settings are default that I may have left out.

    Thanks.
    --------------------------------------
    www.lemusdesign.com

  • #2
    I would try to use -3,0 or -3,1 for irradiance map in this case to get more detailed GI information.
    How many photons subdivisions you are using for each light? Seems that you are using very low ones and this cause those bright spots you have in the scene.

    Gonçalo

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    • #3
      For the skylight portals and the vray light by the camera I'm using 20 subdivisions. For all the lamps its 10.

      I'm going to have to try those settings I think because I want that spot to go away.

      Thanks GoncaloP.
      --------------------------------------
      www.lemusdesign.com

      Comment


      • #4
        I think that are not enough, try at least 250 for each...

        Gonçalo

        Comment


        • #5
          I raised the subdivisions and the GI min/max is -3, 0

          So hopefully in about a couple hours I'll have an updated image...heh
          Also going to paint in plants once the render is done.

          Thanks for the tip.
          --------------------------------------
          www.lemusdesign.com

          Comment


          • #6
            After 6 hours of render I still get the same splotch on the rug.
            The settings were the same as above with the exception of the Irradiance Map being -3,0 and the subdivisions for the lights being at 250.



            It cleaned it up a little, but I may leave another night render to try something out. Any ideas are welcome. Also any crits besides the splotches are welcome too, I want to make this a really nice image for later when I save up to buy Vray.
            --------------------------------------
            www.lemusdesign.com

            Comment


            • #7
              Did you already try it with only irradiance map? what were the results?
              Its the easier way to start, Photon map can be very tricky in a scene like this...

              I also notice that you are using HSV exponential with dark multiplier at 1.0, I think you should change it at least to 10.0 instead. Your scene will be washed out so better decrease your light values again.

              Hope this helps,

              Gonçalo

              Comment


              • #8
                I didn't try just the IR by itself, I'll try it out and change the dark multiplier.

                Thanks again for the tips.

                *Me wonders if GoncaloP ever sleeps :P
                --------------------------------------
                www.lemusdesign.com

                Comment


                • #9
                  Hi,

                  the splotches are related to the materials... so there is a small problem with Vray just look at the link below to find out to how to solve it:

                  http://www.metinseven.com/article_vray_splotches.htm

                  regards,

                  robert
                  I'm registed believe me! Just miss that logo.

                  Comment


                  • #10
                    Yea, I just tried the IR map for both primary and secondary, no photon mapping and I still got the splotches, but its only on the carpet. I'll check the UV's and mapping on the carpet, probably something funky.

                    Thanks.
                    --------------------------------------
                    www.lemusdesign.com

                    Comment


                    • #11
                      After a little hiatus because of work I went back to sort of finish the image. C&C are still very welcome.

                      --------------------------------------
                      www.lemusdesign.com

                      Comment


                      • #12
                        give the window an image so its a real window and this will look really nice.
                        5 years and counting.

                        Comment


                        • #13
                          I think your objects are floating a bit too much. Try min/max=-3/0 (for this image size!). Clr=nrm=0.3. Hsph subdivs=35 and int samp=30

                          I agree on the windows, give it a background image.

                          Make your floor slightly reflective (blurry!), this always looks great

                          Keep it coming!

                          flipside
                          Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

                          Comment


                          • #14
                            Thx for crits..I'll let a render go overnight with changes and then composite in the background image.

                            -Andy
                            --------------------------------------
                            www.lemusdesign.com

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