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Mental ray optimize render

June 26, 2011
  • Use Raytracing instead of Scanline render
  • Combine the non animated objects in to single mesh.
  • Optimize the animation keys. Remove the  unwanted keys in static attributes.
  • Optimize the whole scene by selecting File/Optimize option.Use only one attribute at a time.
  • Convert the procedural textures in to file textures.Use Filetexturemanager to automate process.
  • Convert the textures in to .map format.Use Filetexturemanager to automate process. 
  • Check for missing textures. Use Filetexturemanager to automate process. 
  • Reduce the size of the textures if possible.
  • Reduce the size of the HDR map.(reducing the size from 60mb to 2mb will still  produce the necessary FG.
  • Try to reduce the no of area lights.
  • Apply correct light linking.
  • Reduce the no of shadow rays for each light.
  • Remove the unwanted lights.
    mental ray tips
  • If you have imported many objects in to your scene some unwanted light node may be generated.Use REM_lightlink to reduce the file saving time.
  • Reduce the no of reflection,refraction and shadow rays in Mental Ray global to optimum.If they are not needed use zero values.
  • Adjust the camera far clipping according to the total scene size.
  • Use radius quality control in Final gather quality tab.
  • Render shadows and fog in separate pass.
  • Use .JPG file with separate alpha map instead of .TGA file if your scene have a lot of textures especially animated in to sequences.
  • If batch rendering causing problem try using ikas_render viewer render.
  • Cache the animation of complex meshes,dynamics and ncloth objects.
  • Render fluids,fur,hair and particles in separate layer with adjusted quality.
  • Use Mental Ray approximation editor wisely.(Particularly for displacement).
  • Use round-corner utility instead of Bevels.
  • If you are using smooth mesh preview option set the display resolution to zero and render resolution to 2.
  • Try increasing the point interpolation in FG rather than increasing the shadow rays.
  • Use a non renderable dome or cube to prevent the leaking of FG rays.
  • Avoid the motion blur.If needed render the object separately.
  • Carefully examine the Outliner with DAG only turned off to find unwanted node and delete them.
  • Use points or bounding box to display the heavy mesh.
  • Use Mental Ray proxies if possible.
  • Generate normal maps from heavy mesh and apply them to proxies.
  • Delete the unnecessary polys that are not seen in the camera view.
  • Still you are having problem try to import the scene in to a new Maya file.

Honey_comb_normal map

June 15, 2011
High quality free texture of Honey comb.
Maps included
Diffuse/color map
Bump Map
Displacement Map
Normal Map
Specular Map

honey comb texture
You can use this texture in commercial, non commercial projects. Do not upload it in websites and do not distribute it.


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Text tutorial in Maya-Creating Funky text.

June 15, 2011
Creating a Text and applying texture in Autodesk Maya is very tedious process compared to the other 3d packages such as Autodesk 3Ds Max, Maxon Cinema 4D etc.Maya lacks several typographic tools. In this tutorial I am showing a simple and special way to create Funky text effect with in Maya. Using some curve tools you can manipulate the text in to funky very easily. At the end of the tutorial I am showing a special kind of texturing technique which can be useful for several rendering especially for Motion grapher and product visualizers (seamlessly blend the floor to the BG with white color). If you people want to know more about that technique please write on the comment tab about it.I will create another tutorial if a lot of request is there.

Create a funky text in Maya.
  • Create "custom" text in Maya with curve option selected.
  • Center pivot the created curve and align to the center.
  • Apply rebuild curve tool with 15 spans and 3curve option selected, still selecting the whole text.
  • Now add bevel plus option to each text. 
  • Select the whole mesh and apply a car-paint material to it.
  • Connect a ramp with single color to ambient,base,lit color of car paint material.
  • Select the whole mesh and press F11 and go to side view and select middle row of polygons and apply another car paint material to it.Connect a single colored ramp as above method.
  • In front view select the large faces and apply car paint and repeat the ramping.
  • Create a poly plane and apply a Lambert material to it.Connect a mib occlusion material to the color and transparency node of the Lambert.Adjust the values as desired.
  • Now add some lights to the scene.
  • Set up the render with Mental Ray with production preset along with final gather on.Change the environment color of the render camera to white.

Pineapple texture seamless diffuse+normal+displacement+specular maps high quality free download

June 05, 2011
High quality free texture of Pine Apple.
Maps included
Diffuse/color map
Bump Map
Displacement Map
Normal Map
Specular Map
You can use this texture in commercial, non commercial projects. Do not upload it in websites and do not distribute it.
pine apple texture


Get the download link by clicking and sharing one of the button below.


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Mango texture high quality

June 05, 2011
High quality free texture of Mango.
Maps included
Diffuse/color map
Bump Map
Displacement Map
Normal Map
Specular Map

You can use this texture in commercial, non commercial projects. Do not upload it in websites and do not distribute it.
mango texture
Do the following action to get the download link. Downloads are saved in 7zip format. You must have free 7zip application to extract the files.


Get the download link by clicking and sharing one of the button below.



Nice, you found it!

















 
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