Check out this new "Warhammer: Age of Reckoning" cinematic the insanely talanted guys at Blur Studios did:
It's done in mental ray (except some certain passes like particle work done in 3ds Max Scanline renderer (& maybe other renderers as well*)), and I even had the opportunity to render some of these characters myself, which was fun.
It's a suitably epic piece of work, I'd say.
What may interest people is that this is largely lit by physical sun&sky, and is using final gathering for indirect light. Clearly, the era of "fake everything" and "you can't use GI in production" is coming to a much needed close.
/Z
* = A ton of Particle work was done in FumeFX, which isn't available for mental ray quite yet. But a little bird has told me that this isn't too far into the future....
zap's repository of mental ray tips and tricks, frequent questions and their answers, and some smoke and mirror mental ray trickery you may not find elsewhere...
Showing posts with label sky. Show all posts
Showing posts with label sky. Show all posts
2008-08-24
2006-11-17
DOF and Sun & Sky issue
There is a known issue when using the Sun & Sky in max 9 together with depth of field. Objects turn out like odd wireframe-looking... things.
The cause for this is actually the long list of lens shaders that gets added by the "Aerial Pespective" feature built into Sun & Sky.
For now there is a workaround.
Proceed as follows:
The difference is that now one needs to do any "tweaks" to the sky strictly in the "mr Physical Sky" shader, and to do this, one needs to "drag-and-drop" it (as an "instance") from the "Environment" dialog into a free slot of the material editor, then tweak away.
/Z
The cause for this is actually the long list of lens shaders that gets added by the "Aerial Pespective" feature built into Sun & Sky.
For now there is a workaround.
Proceed as follows:
- Create a Sun & Sky system as normal, by creating a daylight system and choosing "mr Sun" and "mr Sky", affirming the pop up question of "do you want to ad a 'mr Physical Sky' environment" with a resounding YES.
- Then, change the skylight option from "mr Sky" to "Skylight"
- Change the Skylights option to "Use Scene Environment"
The difference is that now one needs to do any "tweaks" to the sky strictly in the "mr Physical Sky" shader, and to do this, one needs to "drag-and-drop" it (as an "instance") from the "Environment" dialog into a free slot of the material editor, then tweak away.
/Z
Labels:
bugs,
mental ray,
physical sky,
sky,
workarounds
Subscribe to:
Posts (Atom)