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.
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.
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