Friday, 30 March 2012
Wednesday, 28 March 2012
Monday, 26 March 2012
Mental Ray: Physical Sun & Sky
Haze: 0, 5.000, 10.000, 15.000
Red/Blue Shift: -1.000, 1.000
Saturation: 0, 1.000
No Change
Shadow Softness: 2.000
Shadow Softness: 2.000
Samples: 64
Sunday, 25 March 2012
Mental Ray: Final Gather
No Changes
Enable Default Light: off
Final Gathering: on
Diagnose Finalgathering: on
Diagnose Finalgathering: on
Accuracy: 500
Diagnose Finalgathering: on
Accuracy: 500
Point Density: 2.000
Point Interpolation: 10
Diagnose Finalgathering: on
Accuracy: 500
Point Density: 2.000
Point Interpolation: 15
Enable Map Visualizer: on
Preview Quality
Final Gathering: on
Production Quality
Final Gathering: on
Final Gather Mode: Optimize for Animations
Saturday, 24 March 2012
Mental Ray: Displacement
Displacement
Maya Software
Alpha Gain/Alpha Offset (Mid Grey)
Mental Ray
With Displacement Map
Alpha Gain: 0.100
Alpha Offset: -0.050
Alpha Gain: 2.000
Alpha Offset: -1.000
Alpha Gain: 5.000
Alpha Offset: -2.500
Mental Ray Quality Control (Approximation Editor)
Mental Ray (Non-SubD)
No Changes
With Displacement Map
Alpha Gain: 0.200
Alpha Offset: -0.100
Approx Method: Spatial
View Dependent: on
Approx Method: Spatial
Length: 0.250
View Dependent: on
Approx Method: Spatial
Approx Style: Fine
Max Subdivisions: 7
Length: 0.250
View Dependent: on
Production Quality
Mental Ray (SubD)
No Changes
With Displacement Map
Alpha Gain: 0.300
Alpha Offset: -0.150
With Created Subdivisions
Approx Method: length/distance/angle
Length: 0.300
View Dependent: on
Approx Method: length/distance/angle
Length: 0.300
Angle: 20.000
View Dependent: on
Approx Method: length/distance/angle
Length: 0.500
Angle: 20.000
View Dependent: on
Approx Method: length/distance/angle
Length: 0.500
Angle: 20.000
View Dependent: on
Fine: on
Approx Method: length/distance/angle
Max Subdivisions: 7
Length: 0.500
Angle: 20.000
View Dependent: on
Fine: on
Mental Ray Nurbs
With Displacement Map
Approx Method: Curvature
Approx Style: Fine
Distance: 0.100
View Dependent: on
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