{"id":4089,"date":"2010-10-05T20:41:55","date_gmt":"2010-10-05T20:41:55","guid":{"rendered":"http:\/\/www.mrbluesummers.com\/?p=4089"},"modified":"2011-03-05T20:56:28","modified_gmt":"2011-03-05T20:56:28","slug":"arch-design-material-tips-and-tricks","status":"publish","type":"post","link":"http:\/\/www.mrbluesummers.com\/4089\/3d-tutorials\/arch-design-material-tips-and-tricks","title":{"rendered":"Arch & Design Material: Tips and Tricks"},"content":{"rendered":"

This is a duplicate of the Arch & Design Overview document by Autodesk and not written by Mr. Bluesummers.<\/strong><\/p>\n

Final Gather Performance<\/h2>\n

The final gather algorithm in mental ray 3.5 is vastly improved from earlier versions, especially in its adaptiveness. This means you can often use much lower ray counts and much lower densities than in previous versions of mental ray.<\/p>\n

In many cases, you can render still images with such extreme settings as 50 rays and a density of 0.1. If this causes \u201coversmoothing\u201d artifacts, you can use the built-in ambient occlusion to solve those problems.<\/p>\n

When using final gather together with GI (photons), make sure the photon solution is fairly smooth by first rendering with Final Gather disabled first. If the photon solution is noisy, increase the photon search radius until it \u201ccalms down,\u201d and then enable Final Gather.<\/p>\n

Quick Guide to Some Common Materials<\/h2>\n

Following are some quick rules of thumb for creating various materials. Each assumes the basic default settings as a starting point.<\/p>\n

General Rules of Thumb for Glossy Wood, Flooring, and So On<\/h3>\n

These are the kind of \u201chybrid\u201d materials you might require for architectural renderings; lacquered wood, linoleum, etc.<\/p>\n

For these materials, set BRDF to Custom Reflectivity Function; that is, you’ll define a custom BRDF curve. Start out with 0 degree reflectivity of 0.2, 90 degree reflectivity of 1.0, and apply a suitable texture map to the Diffuse Color. Set Reflectivity between 0.6 and 1.0.<\/p>\n

How glossy is the material? Are reflections clear or blurry? Are they strong or weak?<\/p>\n