Results 1 to 4 of 4

Thread: FinalGather and Fluid flames

  1. #1
    Join Date
    Dec 2005
    Posts
    2

    Default FinalGather and Fluid flames

    Currently I'm testing a scene in which a campfire (created using Fluids) is the main lightsource. By using FinalGather this is easily accomplished and it looks satisfactory (even with no lights at all in the scene).

    The only problem is that the number of rays has to be quite high, otherwise the light given off by the flames dances around too much when making a movie out of it (it's a bit of a blobby effect). What would be the best way to keep the render time low without the effect becoming too distracting?

    Here are some settings I've used:

    Anti Aliasing Quality
    Min Sample Level: 0
    Max Sample Level: 1

    Raytracing
    Reflections: 3
    Refractions: 3
    Max Trace Depth: 8
    Shadow Trace Depth: 2

    Final Gather
    Final gather Rays: 100
    Precompute Photon Lookup: Off
    Min Radius: 5
    Max Radius: 50 (for this I've used the 1/10th scene size value)
    Final Gather Scale: 2 (this gave the best distance for the light of the flames)
    Filter: 0
    Falloff Start: 0.000
    Falloff Stop: 0.000
    Trace Depth: 2
    Trace Reflection: 1
    Trace Refraction: 1
    Secondary Diffuse Bounces: Off
    Rebuild Final Gather: On

    These setting result in a render time of around 10 minutes a frame (this is with the dancing rays effect). It's not that much, but since the entire movie is going to be just over 1000 frames I'd like it if the render time didn't become too high.

    Aside from the campfire there is an environmental sphere surrounding the scene (which gives of a blue- ish nightsky color) and 1 point light to simulate a bit of moonlight.

    I have not used Global Illumination and do not intend to (it's not really necessary and would increase render time too much). Aside from the dancing effect everything else in the scene works fine (no flickering or any other render problems).
    My experience with using MentalRay is rather limited (understatement), so if I did something completely wrong, please forgive me.

    Help would really be appreciated.

  2. #2
    Join Date
    May 2005
    Location
    Sydney, Australia
    Posts
    38

    Default

    One of the obvious things you can probably try is doing a Final gather Diagnostics and tweak the Green points/Red points density by changing the Final Gather radius settings that greatly affect render times and quality ...

  3. #3
    Join Date
    Dec 2005
    Posts
    2

    Default

    Sounds logical. I'll try that.
    Thanks.

  4. #4
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
    Posts
    2,916

    Default

    Ahh, maybe this scene setup would be a chance to try out the Volume Samples setting. Are you in Maya 7? It is underneath the other antialiasing samples settings in mental ray render globals.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •