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		<title>NVIDIA Advanced Rendering Forum - mental ray - 3ds max</title>
		<link>http://forum.nvidia-arc.com/</link>
		<description>3ds max specific mental ray topics</description>
		<language>en</language>
		<lastBuildDate>Fri, 24 May 2013 18:35:11 GMT</lastBuildDate>
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			<title>NVIDIA Advanced Rendering Forum - mental ray - 3ds max</title>
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			<title>one-way mirror</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12427-one-way-mirror&amp;goto=newpost</link>
			<pubDate>Fri, 24 May 2013 09:19:02 GMT</pubDate>
			<description><![CDATA[Hello All, 
I don't no the original name of this effect. I need a glass material what reflect like a mirror, but when a light behind that mirror...]]></description>
			<content:encoded><![CDATA[<div>Hello All,<br />
I don't no the original name of this effect. I need a glass material what reflect like a mirror, but when a light behind that mirror turns on, then you can see through. You know what I mean?<br />
<br />
How can I make this in mental ray? When I don't find a solution then I can do it in post with masking maybe, but direct in mental ray want be more nice.<br />
<br />
Thanks for your ideas!<br />
<br />
jb_</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?80-mental-ray-3ds-max">mental ray - 3ds max</category>
			<dc:creator>jb_alvarado</dc:creator>
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			<title>Unified sampling and photometric area lights and skyportal : shadow samples</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12414-Unified-sampling-and-photometric-area-lights-and-skyportal-shadow-samples&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 06:36:12 GMT</pubDate>
			<description><![CDATA[Hi All, 
 
Does shadow samples of photometric area lights and skyportal work with unified sampling in 3ds max? 
 
So far in my tests, I haven't...]]></description>
			<content:encoded><![CDATA[<div>Hi All,<br />
<br />
Does shadow samples of photometric area lights and skyportal work with unified sampling in 3ds max?<br />
<br />
So far in my tests, I haven't noticed that shadow samples get changed based on max samples set into unified sampling? (regardless how high quality I set)<br />
<br />
I need to set shadow samples to 64 in those lights get those grain/noise removed from shadow. Unified sampling doesn't resolve it.<br />
<br />
Is it broken in 3ds max? (both in 2013 and 2014 version?) or it is supposed to work like that, by setting higher shadow sample for lights?<br />
<br />
Regards,<br />
Jigu</div>

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			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?80-mental-ray-3ds-max">mental ray - 3ds max</category>
			<dc:creator>jigu</dc:creator>
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