![]() The description (1) is the name of what you are making (in this example "Mery's Hair" and in contained in a collection (2).Let's begin with the initial creation of an Xgen description: Finally, although not covered here, this video by Steven Roselle gives a great intro to working with archives.Ģ. So in addition to the videos embedded below, be sure to check out these playlists as well. Extremely helpful in this regard are the many xGen videos by Autodesk, both in the Maya Mondays series, as well as the Maya Learning Channel. ![]() And I would stick with it.Īnd thats only about your given situation, getting non-blotchy images for architectural environments.This first section presents a survey of possible workflows for grooming hair with xGen. But if I would lock myself into vray, I probably would be happy with the way how it gives me without any hard effort those nice non-blotchy images. I know that I have open road ahead of me.īut now, if to look our positions closely, I have the time what it needs to get around in MR and in future I may be able to produce quaint results. But now I know how to setup settings appropiately, and if in future I get so far that I am able to write my own shaders etc. You just have to have exprience with it and know what to do with any given situation. But once you dig under the core, getting nice smooth non blotchy FG & GI images is no problem anymore. That wrong in another situation can be good sometimes if used properly.Īt first when I started out with MR, I truly hated it. But this all means more options and more functionality. You can go right way if you know the way, and of course you can go wrong. You are not locked to the position, into some kind of limits. But I sure love Maya’s node based system and how open everything is. What I love about MR? First, I dont know XSI workflow very well. I am afraid that this thread is going abit off topic now, hopefully thread starter wont mind it since it has educational purposes. I don’t mean for any of this to sound harsh I just need to know what is so great about Mray. Power programming shaders ? To me that power is locked, I can’t afford to hire a TD to write shaders for me.Īfter all the years I would have thought Mental Ray would be real easy to use by now and have all these new rendering techniques that all these other renders are coming out with.Ĭan you tell me what you love about Mental Ray ? So when you say Mental Ray is more powerful what do you mean ? Do you mean more I’m hoping I’ll like Mental Ray one day, cause I just brought a couple of copies of XSI for my company.īy the way I love XSI, render pass, partitions and overrides ROCK ! can’t wait to play with the animation. I don’t have the time to play around with memory settings for hours to get results. Then if you up all the settings you have to deal with memory management, with vray I can through virtually anything at it and it keeps going, might slow down but I don’t get crashes like I do with XSI/Mray. How about getting objects to look like there not floating on the floor. Same with photons for interior shots, so hard to get rid of any splotches, and keep the detail. ![]() I’m using the dirt map shader/ambient occusion to get the detail and that doesn’t come standard with XSI. ![]() I’ve been playing with XSI4.0 Mental Ra圓.3 and I can’t for the life of me get nice smooth and detailed Final Gathering and theres no 2nd bounces. The speed of the irradiance maps are fantastic and the detail I can get with them. The reason I like vray so much is I can get great results fast. Splin, I kind of agree with you and don’t.
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