Category: 3d Tutorials


Ray tracing unleashed “V-ray realtime”

1 June 2009 — 1:36 AM

(version 0.95)

V-ray is one of the best render engines on the market with leading global illumination algorithm.

The workflow is all the time the same. First of all you need to adjust your geometry. You import it and made it clean. And than you started to adjust your materials and lights. In between of adjusting you made a lot of test renderings. To setup a nice scene takes about few days :-(

Now, this workflow is not uptodate with v-ray realtime! The test renderings will be made at real time . Every setting from light, materials or geometry will be updated at realtime. A beginner user save about 60 - 80 procent of time.

3 minutes rendering with v-ray realtime:

vray_realtime_3_min1

20 minutes low res rendering with v-ray

vray_rendering_20_min

Tutorial.

For this tutorial you must be confirm with 3ds max rendering. Some v-ray skills are welcome.

I used a simple scene with some v-ray lights, an object, and of course a v-ray camera.

1  go to the render settings (F10) and switch the render engines.

3ds_max_assign_render_vray_realtime

2 start the activeshade

3ds_max_use_activeshade

(One window will be appear. It will take some seconds to see the scene. The network rendering will take some seconds more. After the starting it’s updating very fast :-)

3ds_max_ui_vray_realtime

Now you can work on your scene and everything will be updated in the activeshade window.

Settings

vray_realtime_render_settings

Trace depth: maximal bounce for reflection and refraction.

GI depth: bounces of indirect illumination

Ray bundle size: the numbers of rays on which the renderer will work

Rays per pixel: this is the sampling / antialising value for each render path per pixel

more information for the settings here.

Tips:

  • The performance of this software is awesome, but try to work with rational resolution.
  • Use the vray camera because it makes more sense at the whole workflow.
  • Don’t wory about your viewport performance. Scenes with more than one million polys works fine.
  • Refracted/ transparent materials needs more trace depth.
  • The network rendering is faster with lower Ray bundle size value.
  • Trace depth and GI depth limit the render time.

special thx to: weltenbauer

3 comments » | 3d Tutorials

Pixel art rendering with 3ds Max and Mental Ray

24 April 2009 — 1:11 AM

(Version:1.0)

Big thanks to sharecg and skudman for the model. This tutorial is  for 3ds Max and Mental Ray. It  is about rendering a character with very low resolution because of the hardware(iPhone developing) and style. To finish this tut you must be familiar with 3ds Max.

Every game design document contents a art document with all art directions. After the style is defined and you want have only pixel artworks or pixel sprites or whatever. A lot of us make the graphics with a 2d tool because of workflow.

I thing the better choice is a 3d tool like 3ds Max because you are very flexible with texturing, lighting, animating,….

The biggest problem are renderings like this:

iphone_character_rendering_blury

(This pic have only one big problem. IT IS TO BLURY. That means I used the wrong antialiasing/ sampling.)

wrong_3ds_max_settings

(OK, these are my settings)

Sampling per pixel: Minimum value define on wich pixel Metal Ray(MR) will work.

1/4-> every fourth pixel

1 ->every pixel

4->every pixel *4

Maximum value give more subdivisons to a sample

// We need the values 1 and 1. To fix every pixel with one colour.

Filter: Filters define the details. Box makes a very blury pic. Gauss is a better one, and so on… Lanczos makes the sharpest antialiasing.

// For our fin rendering we take the Lancoz filter.

Spatial Contrast:This parameters are something like colourthreshold. If MR find two different pixel with high RGB values it will recursive sampling.

//I think I take 0,0,0 because it will sample everything.

All in all, I settup my Sampling Quality like this:

right_3ds_max_settings

And my picture looks pretty well, now.

iphone_character_rendering_fine

Ok, I hope it was a nice introduction to Sampling Quality of MR and 3ds Max. Moreover I think it is possible to organize all graphics creations for iPhone with a 3d software. At the moment I need only a rig to make very fast animations, render them out and put all the stuff into xcode :-)

thx and cheers

PS: special  thx to weltenbauer.

13 comments » | 3d Tutorials

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