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Jeff Patton
JeffPatton


Location:
Lexington, USA

Language(s):
English

Member Since:
August 2002

Last Updated:
29 June 2008

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283 Comments 29 Pages < 19 18 17 16 15 >
December 30, 2007. 01:46AM
name:
JeffPatton
entry: Thanks for the kind words guys. Hope everyone has a safe & prosperous new year.
January 01, 2008. 21:02PM
name:
fellazb
entry: Thanks again Jeff for your precise info on using the exposure controls and physical camera settings.
Very helpful! I wish you lot's of good inventions in this new year.
January 04, 2008. 11:37AM
name:
barbapapa
entry: Jeff thanks for all the effort on your blog, has proven and incredible aid to understand mental ray even in other packages that are not max. wish you the best and happy new year.
January 07, 2008. 10:09AM
name:
daveb867
entry: hi jeff, thanks for all your help recently regarding photographic exposure, kelvins and the unrealistic white room effect.

just been reading through your last post and wondered if there is any chance you could post the scene for experimentation. the one with the three window slots and the chairs????

kind regards

dave
January 09, 2008. 23:44PM
name:
TwiiK
entry: Hi,

first I wanted to say thanks for all that I've learned from you.

I downloaded the max 2008 version of your material scene and puzzled around with it for a while. What struck me about it was that it takes a while to render. I just upgraded to a quad core Q6600 cpu, but it still takes me 2min+ to render the scene with the simplest of materials.

I tried switching out the photometric light with a skylight and the rendertime was cut in half. I didn't notice that much of a change in the look of the final result. I also tried reducing the number of area samples of the original photometric light and that also brought me down to about a minute. Now I've tinkered around with the "samples per pixel" setting in the rendermenu and the rendertime is about 10 seconds with the scene looking nearly the same.

My question is this:

- What is the best way of reducing the rendertime while I'm testing out a material without losing details which directly affect the material?

I want very quick renders while tweaking my materials, but I want them to look as close to the final result (when I do a hq render) as possible in terms of color, reflections, specularity, bumps etc.

Is there tricks I could learn or maybe a place where I can read up on what settings affect rendertime the most? I've bought a few books about mental ray which I can't wait to get my hands on. I'm hoping they contain some answers.

Everytime I write something it turns out to be a wall of text, sorry. So if you or anyone decides to share with me the treasured secrets of lightning quick renders it would be great, but eitherway thanks alot for everything and keep up the good work.

Also, the grid pattern in the scene I downloaded (not the picture itself, but how it looks in the renders) is alot dimmer than the one you show in the 3 sample renders.
January 11, 2008. 04:22AM
name:
JeffPatton
entry: Fellazb & Barbapapa: Thanks for the kind words.

Daveb867: http://jeffpatton.net/Blog-images/simple_interior.zip
(I had to remove chair models & floor bitmap because they couldn't be shared)

TwiiK: I'd say the anti-aliasing settings/filter, FG settings, light sample rates, and sheer size of the render are the main items that affect render time...but as you know practically all settings affect render time one way or another.

What's the best (fastest) way to configure a material in a test scene? I'd say it entirely depends on the material. For example, if you're configuring a non-reflective brick material then you could simply create a sphere, add a light and hit render (you may not even need FG).

However, what if you're creating a realistic glass material with caustics? Well, you'll need to create a scene with reflectors, a light source that emits photons (the skylight doesn't), caustic & GI photons, and some way to measure the color shift at depth on the glass. So the render times in this scenario (at it's most basic configuration) would be MUCH higher than the previous example.
January 15, 2008. 14:16PM
name:
daveb867
entry: jeff, got another idea for a blog entry

all the stuff on exposure has been great, so why not continue this and start to look at interior and exterior night scenes, focussing on daylight system and p/graphic exposure and IES lights, because the effects of the nightime presets don't work as you would expect them too
January 15, 2008. 15:39PM
name:
daveb867
entry: also jeff if you get time, would you be able to check out the following thread

http://www.cgarchitect.com/vb/27991-p-graphic-exposure-whitepoint-settings.html?=#post190458

it is a post i left over on cg architect and your input would be really appreciated
January 23, 2008. 12:22PM
name:
Bliz
entry: Hi Jeff,
Great Blog, maybe the following question has already been answered in a previous comment (I haven't read them all) but, has anybody converted your Max mr materials to Maya format? Basically, I use Maya but have access to Max at work. Is there a straightforward way to convert your materials?

Many Thanks,
Bliz::..
January 24, 2008. 09:24AM
name:
daveb867
entry: hi jeff, i'm beginning to make a blog over at

http://3ds-arch-viz.blogspot.com/

dedicated specifically to Arch Viz and 3DS Max, at the minute it only has one post, but that is a post displaying a link to your blog as i feel it is a place everyone must visit if they wish to learn something.

Hope you don't mind - Just a bit of free advertising for you because your a legend
283 Comments 29 Pages < 19 18 17 16 15 >

 
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