A piece of concept art I did over the weekend. It's a paint over piece, the source for which can be seen below. The source was rendered in Mental Ray with the indirect lighting generated by my app.
Monday 24 May 2010
Thursday 20 May 2010
More realtime tests
The street scene running in the realtime renderer. The diffuse and specular textures have all been thrown on really quickly.
... and some more random dynamic lights ...
Labels:
light pre pass,
lightmap
Wednesday 19 May 2010
Realtime tests
Thought I'd blow the dust off an old render engine I was working on to test the lightmaps I've been generating. The scene's pretty basic but the lightmap (1024^2) is working well I think. I'll post some more complex scenes soon.
The old engine was a light pre pass type renderer so here's the scene rendered with 64 dynamic point lights. I also baked an ambient occlusion map to help modulate the lighting.
Labels:
ambient occlusion,
light pre pass,
lightmap
Monday 17 May 2010
Thursday 13 May 2010
Mental Ray comparison
I've been meaning to compare lightmap render times with mental ray for quite a while so here are the results for a 1024^2 lightmap. An example of the test scene can be seen in this post. Direct and indirect light were calculated but I've only shown indirect light below.
Max 2010 / Mental Ray: 28 minutes
Settings:
Final Gather set to 'High' preset with 1 diffuse bounce.
Lanczos filtering with 1 / 16 samples.
Logarithmic exposure control
Lit with mental ray sun / sky system
My app: 1 minute 30 seconds
Settings:
3 bounces (total of roughly 9000 rays per sample point)
Lit with 1 directional light and HDR environment probe.
System specs.
Vista 64bit
4gb ram
Intel Core 2 Duo E6850 @ 3.0ghz
Geforce 8800 gtx w/768mb ram
Labels:
lightmap,
mental ray
More renders
An update to yesterdays post, the lightmaps used in these shots were generated by my app and then rendered with mental ray. As before, no GI was used in max and the scene is lit with seven 1024^2 lightmaps. I haven't distributed the texel density of the scene very well so the shadow detail on the street / building surfaces suffers.
Labels:
exterior,
lightmap,
mental ray
Wednesday 12 May 2010
Lightmaps rendered in 3ds max
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGUNR7g0knrrtGAWCxl3wHvRIaHVhtdcpo0gVSb00jSohzvvMR-e1Bf6wHsF-KoLgoX3X1zHhkPOp78AQAYbDEs5tgC33YttBXsgSrUtn3p5qTRCwyQ8uKOltWqfDzNhKDEp6ta1ysrxOr/s200/RENDER_may_11_2010_a.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcXLMukZogMSwN8v2JTovZGvxiSXgH1z2OdXwLi0_LGRYM6vFagNI389lw-SyIGD66tkmAyyk9iUm9lVXlso6WSI8yB70OJ0qEjXOGcMO0PN6ugBaPkByeAwxwppp5v82kDaSbKc7BrdFa/s200/RENDER_may_11_2010_c.jpg)
I thought I'd see how the lightmaps generated by my app look rendered in 3ds max. I used mental ray as the renderer but disabled final gather and global illumination. The light map is 2048^2 and took about a minute to render.
Sunday 9 May 2010
Environment test II
I've added some more detail to my exterior test scene, here are the results. The scene is lit by seven 1024 x 1024 light maps.
The lightmap shown covers the street and building geometry.
1st pass direct light, 464 subsurface samples and 464 final gather samples (52 seconds)
2nd pass 464 fg samples (23 seconds)
3rd pass 4454 fg samples (3 minutes 34 seconds)
1st pass direct light and 464 final gather samples (35 seconds)
2nd pass 464 fg samples (22 seconds)
3rd pass 4454 fg samples (3 minutes 30 seconds)
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