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Thread: Problems with mia_materia_x

  1. #11
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
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    2,916

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    Not all the non-physically correct inputs to mia material carry over to iray rendering.

    And I don't know if turning off reflectivity completely is physically possible.

    Why are the human figures not yellow in the non-iray render?

    How does the bottom of the water (closed surface) fit against the bottom of the trough?
    I'm trying to figure out why the iray render is very dark at the bottom, and I'm suspecting modeling and surface positions.

    What is the range of values in your hdr env map?

    Could you just copy and paste your mia material inputs here?

    In your last question, again you are thinking in parts, which is what regular mental ray can do. But iray is a final frame renderer. So we need to figure out what is causing the issues you are having?
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  2. #12
    Join Date
    Mar 2012
    Posts
    14

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    Oh crap, i messed up the order of the pictures. Now it's correct, I'm sorry!

    The puppets are black in iray rendering because I applied a selfwritten procedural woodshader on it which can't be handled by iray. But that doesn't matter.

    Because of the black bottom in the normal rendering, as far as I got it, the water creates a shadow which can only be lit by caustics. Increasing the caustics radius should fix it.

    That's my mia_material:
    Code:
    shader "mia_x_instance"  "mia_material_x" (
        "transparency" 1,	
        "refr_ior" 1.33,		
        "reflectivity" 0,
        "brdf_fresnel" 1,
    		
        "do_refractive_caustics" 1,
        "lights" ["lights-instance"]
    )
    
    material "MeshDecimator_4_material" 
        = "mia_x_instance"
        shadow  = "mia_x_instance"
        photon  = "mia_x_instance"
    end material
    I do not have to change anything of the iray rendering.
    My job is to find a way to let the normal rendering look like the iray rendering.

  3. #13
    Join Date
    Mar 2012
    Posts
    14

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    Maybe the problem can be solved another way:

    If you want to model a mirror that is just half reflective and half transparent, how would you do this?

  4. #14
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
    Posts
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    Half and half with regular non-iray rendering and the mia material:

    Reflectivity 0.5, manual brdf with 0 and 90 degrees both set to 1.0.
    Transparency 1.0 to get all the rest of the energy. And set your ior as needed.

    You could also set reflectivity to 1.0 and both 0 and 90 degrees to 0.5.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

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