Some more development renders for the project I'm working on.
Showing posts with label mental ray. Show all posts
Showing posts with label mental ray. Show all posts
Wednesday, 14 July 2010
Thursday, 13 May 2010
Mental Ray comparison
I've been meaning to compare lightmap render times with mental ray for quite a while so here are the results for a 1024^2 lightmap. An example of the test scene can be seen in this post. Direct and indirect light were calculated but I've only shown indirect light below.
Max 2010 / Mental Ray: 28 minutes
Settings:
Final Gather set to 'High' preset with 1 diffuse bounce.
Lanczos filtering with 1 / 16 samples.
Logarithmic exposure control
Lit with mental ray sun / sky system
My app: 1 minute 30 seconds
Settings:
3 bounces (total of roughly 9000 rays per sample point)
Lit with 1 directional light and HDR environment probe.
System specs.
Vista 64bit
4gb ram
Intel Core 2 Duo E6850 @ 3.0ghz
Geforce 8800 gtx w/768mb ram
Labels:
lightmap,
mental ray
More renders
An update to yesterdays post, the lightmaps used in these shots were generated by my app and then rendered with mental ray. As before, no GI was used in max and the scene is lit with seven 1024^2 lightmaps. I haven't distributed the texel density of the scene very well so the shadow detail on the street / building surfaces suffers.
Labels:
exterior,
lightmap,
mental ray
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