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Problems Rendering an animated mesh with MR
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  • Total Posts: 3
  • Joined: 19 April 2008 12:27 AM

I’m currently working on an animation where I need to integrate animated meshes (moving people) into an architectural fly through animation. I am finding the Final gather method is producing flickering on the mesh and i’m not able to get any satisfactory results. Has anyone out there got experience compositing or integrating animated meshes in Mental Ray. Any help would be much appreciated!

Thank you.



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I have never done it, but there is a way, at least in the Max papers. Read the Max Help on that topic.
You need a multiple (every frame) FG map, the FG points must be created along the camera path and maybe even the Photon map, if any, needs to be a multiple one (created and saved through the Every Nth method).
To begin with try a FG only solution. As I said above I never tried it but this is the theory.

ivan

Author: ivan iliev

Replied: 30 July 2009 12:41 AM  
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  • UVSAR
  • Posted: 30 July 2009 02:24 AM

It depends on the relative complexity and frame area of the static and dynamic parts of the scene. If it’s a big moving mesh against a simple background then per-frame FG will work, as the “wasted” calculation time for the static bits isn’t too bad. If it’s the other way round (tiny people walking about a cityscape, etc.) then it’s more efficient to composite the elements - takes more work to set up the passes but you can render your static meshes as a simple camera fly-through (hence use the same FG map for every frame), then render just the animated objects with per-frame GI, and video post them together.

Quite a few tutorials on the Web if you google for rendering mental ray animations; it can appear daunting to be switching materials and adding shaders to get the lighting and shadows right in the second pass, but one advantage is you can re-render the animated bit quite quickly if you want to change something, and re-use the static pass.



:: UVSAR :: Dave Merchant :: Adobe Community Professional ::

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