Continuing on my previous post Mental Ray Production Library– Enabling mip Shaders .We can now start exploring the available new nodes.
In this session we will have a closer look at how to use the mip Shaders, in particular the mip_gamma_gain.
This is a simple Shader that can be utilized to allow a linear workflow. It can be used either on a texture or on the entire render.
Continuing on my previous post Mental Ray Production Library– Enabling mip Shaders .We can now start exploring the available new nodes.
In this session we will have a closer look at how to use the mip Shaders, in particular the mip_render_subset.
This lens Shader will allow us to re-render an element of your scene without the need to render the entire file.
Elements can be defined by an object name or a single material Shader.
Continuing on my previous post Mental Ray Production Library– Enabling mip Shaders .We can now start exploring the available new nodes.
In this session we will have a closer look at how to use the mip Shaders, in particular the mip_rayswitch_environment, the mip_cameramap, and the mip_mirrorball
to composite 3d elements onto a live action background.
I only have one, single, tiny comment on all this; To adjust the brightness of the shadow, the “correct” way to do it with this shader is to modify the “ambient” parameter.
Changing the shadow density of the light is bad, it is always evil. “Shadow density” of a light makes no physical sense. In real life, what causes shadows to not be pitch black is other light coming into it from other places. “Shadow density” style settings has always been a horrible insane nonphysical hack, and are a type of setting that you should never touch if you want your rendering to have any form of “physical” meaning.
To clarify; whatever you put into the “Ambient” parameter of mip_matteshadow is properly counted as this “additional light”, and will behave correctly, get occluded by the AO ets. Setting the “shadow color” of the light will just make part of the light go straight through the object, and this will not let your AO lock it down properly, because the AO is only applied to the ambient component, so this “part of light” you are letting through the object will always illuminate the matte plane, never allowing it to go “black” anywhere, which can be problematic.
Of course, when you do very small changes (such as you did) it might not be a bit progblem. Just thought I’d let you know, though
And anyway …. other than this minor nitpick, you are 100% spot on with the rest of the tutorial.
Continuing on my previous post Mental Ray Production Library– Enabling mip Shaders .We can now start exploring the available new nodes.
In this session we will have a closer look at the mip_binaryproxy and how to use it as an object holder for a complex geometry that will only appear at render time
In this session we will have a closer look at the mip_motion_vector and how to use it in post to get fast render of our motion blur.
The MEL scripts that I used in my demo are createNode mentalrayUserBuffer;
connectAttr -force mentalrayUserBuffer1.message miDefaultOptions.frameBufferList[0];