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Old 22-06-2004, 07:45 PM   #91
mehran khan
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do you have to pay to get mental ray for max 5 or is it for free.
if it is for free please pass the link here
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Old 28-06-2004, 11:11 PM   #92
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Quote:
Originally posted by mehran khan
do you have to pay to get mental ray for max 5 or is it for free.
if it is for free please pass the link here
you have to pay for mental ray for MAX5, but it comes free with MAX6.
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Old 29-06-2004, 07:21 AM   #93
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thnx
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Old 08-07-2004, 04:07 PM   #94
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"So how about full blown radiosity or something in-between? Well, if it's of any quality, the render times will blow you away, even if you are only doing a still. Animation? Out of the question"

I think it all depends on what software your talking about, I've used Mental Ray and I must say I wasn't impressed with the speed or how long it took to set up.

check this out.

http://www.worley.com/fprime.html

about half way down theres some videos on Fprime rendering Raidosity at speeds that will soon be close to realtime.
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Old 25-07-2004, 07:49 PM   #95
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hey guys.....needed help on lighting and this place is almost perfect...
i was wondering....heard u guys talk of a lot of setups but found it kinda hard to understand a few of them........so i fu guys can put up screen shots of ur lighting setups in defferent viewports with their various values(like wireframes for modelling) that would be a big help....thanks..gonna keep an eye in here..
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Old 03-09-2004, 10:44 AM   #96
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Yes i agree with hells angel. ex. Which is the 3 point lighting setup?
Thanx for your help guys (and girls)!
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Old 18-12-2004, 04:42 AM   #97
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maya type falloff

hey, i'm comin in a little late in the game, but i hope the people who really know their stuff are still here. i was just wondering about the falloff of lights in maya. from what i remember there's no inverse square, but there is linear, quadratic, and i think one other. quadratic sounds like it's probably the equivelant to inverse sqaure, but it's much more drastic thatn the ones i used to use in max, it illuminates only a very very small area, it just doesnt seem the same. im usin these on some pretty small scenes too, so it's not that the distance is too great or something. anyway, any helps always helpful, thanks.
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Old 23-12-2004, 12:01 PM   #98
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Here is a link that all of you can use for setting up that " correct mood"in your scenes.
It's all theoratical so don't expect any Wirefram veiws. or intensity settings.
www.warpedgsapce.org
The author is a pakistani Lightening expert...currently working at digi guys.
Named AMMAN akram..
Another great (but theoratical) link about lightening setups is
www.itchy-animation.co.uk
Dunno who the author is..SORRY
...
That's just about all the help you 'll need on the theory behind lightening setups..
as for accurate placements of omni's and spotlt's
For max users
use the mentalray gallery files ON cd-3 of max 6 to get a head start on mental ray.
the problem here is that the difference really counts when you are trying to setup an interior
or exterior scenes..
for exterior you can use the gi-dome technique.( works wonders most of the time)
It's better than the E-dome..in that it doesn;t make all those stupid spots on your
surface.
for MAya ;;
Well I havn't use maya ( ever), try checking it's sample files,,,alias have gots
to put something in their.
If you can't you can always ask a friend to export max's sample files to maya
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Old 09-02-2005, 05:16 AM   #99
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Quote:
Which is the 3 point lighting setup?
i've made small page which will tell you about it.
3 point lighting setup
oh and this one includes wireframe images.

i hope it's good.

ps, this link shall soon dissapear.
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Old 23-02-2005, 06:45 AM   #100
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Thanx for the tutorial although from september till now i have read Digital lighting and rendering and learnt a lot of things about lighting.
Nice site and very nice work!! (I loved the atmosphere of "u-boot at sea")
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Old 25-02-2005, 07:38 AM   #101
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Quote:
Originally posted by Tom_K
Thanx for the tutorial although from september till now i have read Digital lighting and rendering and learnt a lot of things about lighting.
Nice site and very nice work!! (I loved the atmosphere of "u-boot at sea")
Thanks Tom,

Yeah, Digital Lighting and Rendering book is really good value. Worth to read for everyone.


For a while now i've been playing a bit with speculairity emitted of each light.
i'm mostly not satisfied when one light at 100% is emitting it's speculairity.
there fore i make two lights at the same point. one light for the difuse and the other for the spec. Moslty i give the spec light a higher percentage. It give me a more shine result.

well i'm still figuring whats the best solution and style, i haven't done much scenes yet. For now only metalic submarines.
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Old 25-02-2005, 12:25 PM   #102
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Hi everbody,
I found this great script by BLUR STUDIOS..called the 3point .
It helps you make those 3 point light setups by a single press of
a button.
you 'll have to DL the whole Blur script pack to get it though..
here is the linkhttp://www.neilblevins.com/blurscripts/bspack_r6_r7_v001.zip

Only for Max 6 and 7 users ...
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Old 12-03-2005, 01:40 AM   #103
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Whew! I went through all of that, and I can finally post. All of that I read was wonderful, and I want to throw in a few questions, as well as my idea about GI, the use of it, and its future.

GI is a wonderful tool, which will be the standard for future CGI. What an artist wants, is to place the lights in his scene which are actually there. --i.e. Light coming in from a window. A lamp in the corner. An overhead light. --Then, you let the computer calculate how the light "really" works. After the results, you may then tweak by adding drama to the scene--but I see no reason to "fake" GI when you are trying to "re-create" a scene in a realistic manner. I do however think people (for the past several years) have overused GI. An example would be posting in forums. I don't use GI when I post a WIP, nor do I create an intensly realistic lighting rig (I don't know how really) --so compared to someone else's WIP using GI, my image looks to have a much lower quality. I think GI users know this...they know they can get away with mediocrity by impressing others with GI.

Artist's say, "Hey, I want to make a _ _ _ _ _, that will be easy, then I can throw some GI on that...that will look impressive!"

That seems to be the case in so many models I see. It's like I'm competing against GI with my standard 3 point set-up. Sure I could just stop bitching and learn sweet lighting--but that's not my point.

I tend to use just 3 point set up with a directional. I work in film, so I tend to light my scenes as though I were lighting a scene for film, and/or digital video. It works fine, but it really isn't anything as cool (realistic) as a well set-up GI rig.

I must say, the first time I really every saw and was impessed with GI is that pepe land thing. www.pepeland.com (something like that)--this was the first GI I really saw, and I was completely blown away by the quality of realism in the animations. I mean...the realism is absolutely photo-real. And that was like 5 years ago. Of course, keep in mind, the texturing in those GI animations are top-notch too, which adds to the realism.

------------------------------------------
Ok that was my 2 cents. Now for a few requests.

I use Maya 6. The standard renderer for Maya is fine and dandy of course, and a proper use of Mental Ray combined with Final Gather can produce the best GI in any package out there...

But, if you don't know how to do the basics, what's the use. Don't get me wrong, weekly I go through google searches and tutorial searches on the web for lighting and texturing--but I can't find a damn simple tutorial on creating a light-rig. Could someone please create a tutorial (or point me in the direction) for a tutorial in MAYA, which shows me how to create light-rigs that simulate GI. I know how to use GI (there is a great tutorial on MR and FG I learned from--I can't recall the site, but it's an outdoor texture/GI tutorial, using a church as the sample..it's amazing)

So...Max people-- I need Maya tutorials or rigs...Any suggestions?

-------------------

Thank you for reading all of that--I read ALL of your posts...so...I don't feel too bad.
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Old 12-03-2005, 02:03 PM   #104
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I created this in max using omni(s) and spot only ...No shader of any sorts or materialtechniques have been used..
it might look super-dumb to you guys but I think it has got potential..
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Old 02-04-2005, 06:07 PM   #105
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Quote:
GI is a wonderful tool, which will be the standard for future CGI. What an artist wants, is to place the lights in his scene which are actually there. --i.e. Light coming in from a window.
Sure it's a wonderfull tool. I like it very much.
Only one minor thing is that to get it all right withing a complex scene it will take a long time to render.
As example im doing a scene with GI, and the light is comming from a window which is in front of the pov.
also used a area light on the window to fake envoirement bounced light.
Well it's below 60.000 polies, but some use of raytracing.
My setting was just 800/600 at Draft setting.
it took over 30 hours to render. Now this is just a wip at low setting. Then how long will it take to render the final. LOL
maybe 3 days.
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