1. Catalogs
  2. AUTODESK
  3. Easier mental ray Rendering for Design Workflows
video corpo

Easier mental ray Rendering for Design Workflows

Easier mental ray Rendering for Design  Workflows
1 / 44 PagesView full catalog

Easier mental ray Rendering for Design Workflows

Product catalog summary
Objectives
The document aims to simplify the use of the mental ray renderer for Autodesk 3ds Max Design users, focusing on common scenarios for architects, designers, and engineers.

Abstract and Background
This section explains global illumination rendering principles, emphasizing light's role in architectural visualization and balancing artistic freedom with physical accuracy.

Basic Concepts of mental ray
Mental ray is a high-performance ray tracing application optimized for multiprocessor machines and render farms, simplifying complex lighting effects.

Final Gather
Final Gather estimates indirect lighting effects, simulating global illumination by calculating light energy contributions from surrounding objects.

Exposure Control
Exposure control in 3ds Max Design mimics camera settings, allowing users to adjust rendered output for proper exposure using mr Photographic Exposure Control.

Ambient Occlusion
Ambient Occlusion simulates global illumination by calculating light occlusion, enhancing small details and creating contact shadows.

The Basics
This section covers recommended material types, units and scale, general modeling tips, and a simplified mental ray render panel.

Lighting Scenarios
Discusses different lighting scenarios, including exterior and interior scenes, with tips for refining mental ray settings for optimal results.

Rendering Animated Sequences
Addresses eliminating indirect illumination flickering in animations, providing tips for fine-tuning sequences and frame interpolation.

Appendices
Includes guidelines for scene geometry, linear color workflow, related links, and settings for 3ds Max software users.

Recommended Material Types
Use Arch & Design or Autodesk Materials for better speed and quality in mental ray rendering.

Units and Scale
Ensure scene scale corresponds to real-world data to avoid incorrect lighting results.

Modeling in General
Accurate geometry representation is crucial for photorealistic rendering, with solid modeling solutions recommended.

Simplified mental ray Render Panel
Provides fine-tuning options for Antialiasing, Shadows, Reflections, and Refractions.

Direct Shadows and Lighting Techniques
Discusses the use of mr Sky Portal light for direct shadows and lighting techniques for various scenarios.

Interior Daytime Rendering Tips
Includes tips for using Material Override, caching Final Gather computation, and adjusting shadow quality.

Lighting Scenario D: Interior Scene Using Artificial Light Only
Recommends using Photometric lights and adjusting settings for indoor nighttime rendering.

Fine-Tuning Indirect Lighting
Provides tips for baking Final Gather solutions and using diagnostics mode for lighting visualization.

Rendering Animated Sequences
Offers strategies for eliminating flickering and optimizing Final Gather Map usage in animations.

Camera Movement and Segmentation
Discusses the importance of adjusting camera movement segments for smooth animation results.

Appendices
Includes guidelines for scene geometry, linear color workflow, related links, and 3ds Max software settings.

About the Authors
Brief biographies of Marion Landry and Pierre-Felix Breton, highlighting their expertise at Autodesk.
See more

Catalog excerpts

Easier mental ray Rendering for Design  Workflows-1

Easier mental ray Rendering for Design Workflows

 Open the catalog to page 1
Easier mental ray Rendering for Design  Workflows-2

Easier mental ray Rendering for Design Workflows

 Open the catalog to page 2
Easier mental ray Rendering for Design  Workflows-3

Easier mental ray Rendering for Design Workflows Objectives This white paper is intended for users of Autodesk® 3ds Max® Design* software (version 2010 or higher). The objective is to demystify mental ray® renderer rendering and present it in a simple way. The paper reviews common scenarios that architects, designers or engineers face when rendering with mental ray. It is targeted at users who have a good understanding of the 3ds Max Design interface and basic notions of rendering and photorealistic rendering workflows. *If you are working with Autodesk® 3ds Max® software (version 2010 or higher),...

 Open the catalog to page 3
Easier mental ray Rendering for Design  Workflows-4

Easier mental ray Rendering for Design Workflows Section 1: Abstract and Background In the real world, energy is emitted by light sources, bounces around, and is absorbed by surfaces until everything stabilizes. Substantially the same principles apply in global illumination rendering, and especially in Architectural Visualization. Users rendering for AEC usually need to create images which enable the design to be presented and evaluated as closely to the real space as possible; besides structure and surfaces, light is the one element that can significantly change the appearance of a room. This...

 Open the catalog to page 4
Easier mental ray Rendering for Design  Workflows-5

Easier mental ray Rendering for Design Workflows are diverted at random angles around it to calculate the light energy contribution from the surrounding objects. The light energy is then evaluated during the ray tracing process to add the effect of the bounced light. Why do Users need it? Final Gather is a fast and easy way to achieve good global illumination results for architecture visualization. It helps add realism and photo quality to your images. Image with Final Gather Image without Final Gather Image with Final Gather Image without Final Gather Understanding Exposure Control When rendering...

 Open the catalog to page 5
Easier mental ray Rendering for Design  Workflows-6

Easier mental ray Rendering for Design Workflows The recommended Exposure Control plug-in to use with the mental ray rendering engine is the mr Photographic Exposure Control. It is designed to mimic real-world camera settings and assumes that the scene environment is physically based as well (Sun, Sky, Photometric lights, and proper scale). For ease of use, select a preset (similar to "point-and-shoot" camera settings). Create a preview and adjust the exposure value to your needs. If you are more familiar with the concepts of photography, you can specify the Shutter Speed, Aperture, and Film...

 Open the catalog to page 6
Easier mental ray Rendering for Design  Workflows-7

Easier mental ray Rendering for Design Workflows Ambient Occlusion has the benefit of enhancing the small details and creates what are commonly called “contact shadows”. Ambient Occlusion can also be enabled directly in the A&D (special effects section of the material parameters) and Autodesk Materials (Ambient Occlusion section of the material parameters). Typically you will want to enable it for floors, door frames, and other areas with fine geometric details. Typically, light leakage arises due to a low density FG calculation. Objects appear to be floating. Ambient Occlusion can help solve...

 Open the catalog to page 7
Easier mental ray Rendering for Design  Workflows-8

Easier mental ray Rendering for Design Workflows With Ambient Occlusion, edges are visually enhanced. With Ambient Occlusion The larger the distance, the more pronounced the effect. Usually, you want to use a distance of ~10 cm.

 Open the catalog to page 8
Easier mental ray Rendering for Design  Workflows-9

Easier mental ray Rendering for Design Workflows Recommended Material Types The flexibility of the features in mental ray and the evolution of the differentiated 3ds Max and 3ds Max Design products created some confusion around which material should be used with mental ray. For ease of use, stick to the Arch & Design (A&D) material or the Autodesk Materials (Autodesk Materials are simplified interfaces driving the A&D material The other materials will work, but the A&D material contains mental ray specific optimizations that will result in higher speed and better quality than the traditional...

 Open the catalog to page 9
Easier mental ray Rendering for Design  Workflows-10

Easier mental ray Rendering for Design Workflows Physically based lighting computation implies that light attenuates using the inverse square falloff law, which simply means that the intensity of light declines exponentially with the distance it travels. Therefore, it is crucial that the scale of your scene corresponds to real-world data—otherwise the results can be wrong. A common mistake, for example, is to import or file link an airport at the size of a shoebox, or a room at the size of a stadium. In one case, the lighting computation will be too bright, and in the other, too dark. To verify...

 Open the catalog to page 10
Easier mental ray Rendering for Design  Workflows-11

Easier mental ray Rendering for Design Workflows Rendered Frame Window, Display Gamma: 2.2, RGB A Color 32 Bits/Channel (1:1) Render Preset: Image Precision (Antialiasing): Soft Shadows Precision: Final Gather Precision: Launch the render setup Launch the Exposure Control Glossy Reflections Precision: Glossy Refractions Precision: Final Gather Trace/Bounces Limits Enable/Disable Indirect Illumination Cache Indirect Illumination to Disk

 Open the catalog to page 11
Easier mental ray Rendering for Design  Workflows-12

Easier mental ray Rendering for Design Workflows Section 3: Selecting a Lighting Scenario These are the four main lighting scenarios most users will be required to render with mental ray: A. B. C. D. Exterior scene during daytime Exterior scene at dawn or dusk Interior scene with sunlight entering through windows or doors Interior scene using artificial light only

 Open the catalog to page 12
Easier mental ray Rendering for Design  Workflows-13

Easier mental ray Rendering for Design Workflows Lighting Scenario A: Exterior Scene During Daytime This rendering scenario will require the use of Daylight System. The 3ds Max Design Daylight System regroups two light sources in the same user interface: mr Sun and mr Sky. Their intensity and colors are determined by their orientation in 3D space, which is affected by the settings for date/time and geographical location. The blue gradient background is handled by a special shader (mr Physical Sky) that can be added automatically upon creation of the daylight system. Although the user has the...

 Open the catalog to page 13

All AUTODESK catalogs and technical brochures

  1. CEIT-KE

    2  Pages

  2. Novax DMA

    2  Pages

  3. alias_2013_

    10  Pages

  4. Autodesk Maya

    4  Pages

  5. AutoCAD P&ID

    4  Pages

  6. AutoCAD Civil

    6  Pages

*Prices are pre-tax. They exclude delivery charges and customs duties and do not include additional charges for installation or activation options. Prices are indicative only and may vary by country, with changes to the cost of raw materials and exchange rates.