Tutorials
Modeling
Rigging
Animation
Paint Effects
Cloth & Fur
Dynamics
Texturing
Rendering
MEL
General & Newbies
Books
General
Modeling/Texturing
Animation
Rendering
MEL/Programming
Games
Movies
Community
Forum
Gallery
Links
Contact
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Mental ray rendering

 
Post new topic   Reply to topic    Learning-Maya Forum Index -> Texturing & Rendering
View previous topic :: View next topic  
Author Message
doctor



Joined: 17 Nov 2003
Posts: 1

PostPosted: 17.11.2003, 17:16    Post subject: Mental ray rendering Reply with quote

Hi all,
I've done a water filling a glass simulation with realflow and i wanted to add materials to my objects. Id like to use mental ray to achieve realistic results, but first of all im not sure that the materials im appliing are correct, and then i dunno what parameters apply in render globals of mntal ray.

For the glass i applied a phong with white color and lot of transparency, not much reflection, and big white specular. For the water i used a phong with refraction but i dont know which parameters aply

Could u help me with that please, Thank you very much and sorry for my bad english Sehr glücklich
Back to top
View user's profile Send private message
MichaelNikelsky



Joined: 17 Nov 2003
Posts: 23
Location: Koblenz / Germany

PostPosted: 17.11.2003, 18:34    Post subject: Reply with quote

Have a look at all the tutorials on this side, some of them are really helpfull.

However, if you examine a glass, you will notice that the transparency is high on the parts facing in your direction, while it is quite opaque on the side-facing parts. Reflections on the other hand are directly the other way around. This is called fresnel-effect and is very important for good glass.
Also make shure you have an environment to reflect and refract. Normal Reflectionmapping won´t work well for glass.
The most important thing for glass, of course, is the refraction. Depending on the type of glass, this should be somewhere between 1.5 and 1.6.

Michael
Back to top
View user's profile Send private message MSN Messenger
Tempus



Joined: 08 Nov 2003
Posts: 28
Location: Bogota/Colombia

PostPosted: 17.11.2003, 20:15    Post subject: Reply with quote

well.
I think you should to invert the parameters.
I mean... the glass should have more refractions than the water, and the water should have more specular than the glass.

about the parameters, I think 0.9 is a good value for the "refractive index" of the glass... but the final result depends of a lot of variables... If your glass is to thick, maybe 0.9 won't be a good value, or if you apply a bump map to the glass everything will change, etc...
I'm affraid you will have to try and test a lot
Back to top
View user's profile Send private message Send e-mail
MichaelNikelsky



Joined: 17 Nov 2003
Posts: 23
Location: Koblenz / Germany

PostPosted: 17.11.2003, 22:28    Post subject: Reply with quote

Sorry, but 0.9 is actually totally wrong for glass or water. Water has a refractive index of 1.3, glass has an index of 1.5 to 1.6 (some glasses even higher).

The only case when you would need a refractive index below 1.0 is when you are going from a material with a high refractive index to a material with a low refractive index - if the rendere works wrong. However, normally the renderer should keep track of the current refractive index, so you would never need this (except for some gases I think).

Michael
Back to top
View user's profile Send private message MSN Messenger
Tempus



Joined: 08 Nov 2003
Posts: 28
Location: Bogota/Colombia

PostPosted: 18.11.2003, 05:31    Post subject: Reply with quote

Don't worry.
In the beginning... I read the maya help file too.
Is just that I like to test by my self , and I discover that 0.9 in the refraction index can give more realistic results in some cases, in spite of the maya help file advices (not orders)...
You know, the alias guys want to explain the attributes according to beauty in a perfect world... but there is a long way between a real world glass with small imperfections and the prefect modelated glass of the 3D world.

Besides.
A "below 1" value does not mean a "low refractive index" as you said... try to use 0.01 and you will see how "low" can be.
In fact if you want a really low refractive index try with "1" that means the ligth rays will not be bended at all, so... the "below 1" values are good enough as the above ones, just that refract the ligth rays in the inverse sense.
Back to top
View user's profile Send private message Send e-mail
MichaelNikelsky



Joined: 17 Nov 2003
Posts: 23
Location: Koblenz / Germany

PostPosted: 18.11.2003, 09:28    Post subject: Reply with quote

Well, actually that is not the Maya-Help-Docs, that´s my own experience (in writing and using raytracers) plus physics. I prefer to create imperfections with bumpmaps and probably vary the refractive index based in the viewangle.

The problem with many people thinking 1.5 for glas is wrong is because in creates unexpected results for them. Take a glass sphere for example: When rendering them with the correct index (1.5), everything is turned upside-down. This looks strange to many people and they think it is wrong. However, they finally start to believe when the see a real glass sphere - with everything behind the sphere turned upside-down as well.

So, maybe 0.9 looks better to you, but it is definetly less realistic not to say incorrect.

Michael

P.S. I didn´t speak of a low refractive index at all by the way. What I meant was when I ray goes from a medium with let´s say a refractive index of 1.5 to a medium with 1.3.
Back to top
View user's profile Send private message MSN Messenger
Tempus



Joined: 08 Nov 2003
Posts: 28
Location: Bogota/Colombia

PostPosted: 18.11.2003, 17:29    Post subject: Reply with quote

Your are rigth about the glass sphere... remember that I said "SOME CASES" (not always).
With spherical shapes, probably is better 1.5 or 1.6, but I think for cilindricals shapes (as a normal glass) 0.9 gives more realistic and understandable results. Sehr glücklich .
Anyway, "doctor" (the post guy) as well as anyone can try and get his own conclusions.
Back to top
View user's profile Send private message Send e-mail
matty3d



Joined: 04 Dec 2003
Posts: 3

PostPosted: 04.12.2003, 13:50    Post subject: Reply with quote

hi there, just finished to write a little tutorial about the basics of dielectric material in mental ray ( glass shader ), if you like check it out:

http://www.matty3d.de/MayaTutorial/dielectric_material/index.htm

hopefully it will help you a bit
Back to top
View user's profile Send private message
Bigfat



Joined: 12 Nov 2003
Posts: 100
Location: VA, USA

PostPosted: 04.12.2003, 14:10    Post subject: Reply with quote

Nicely done matty. Thanks!
_________________
::/bigonl
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    Learning-Maya Forum Index -> Texturing & Rendering All times are GMT + 1 Hour
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.6 © 2001, 2002 phpBB Group