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  1. Un' update per rendere noto agli utenti di Treddi' che ulteriori aggiornamenti, riguardo alla Guida per Maya e Mental Ray: The Ultimate Maya and Mental Ray Archviz Guide. Verrano postati sul mio Blog: Maya et Mentalis Radium Novus Ordo Seclorum. Ciao.
  2. Following up with an aphorism often mentioned by a popular Italian comedian: "One word is less and two are way too much.", will try to keep this online rant as brief as possible... Even if a bit late... As promised in a previous reply I just completed the extremely neat and comprehensive (133) pages long, main Tutorial Guide "HOW TO" pdf doc: Link to the high rez version: http://www.samui3d.com/How_To_1.jpg And here is the link to download, the main "HOW TO" pdf doc: http://www.samui3d.com/HOW TO.rar I really couldn't summarize an almost (20) GB Guide in just a couple of pages, taking into account the (20) and "something" Maya 2012 production scenes... Which are not included yet in the main "SPONZATUTORIAL" folder and guess I will release them later in 2012, considering the size and complexity of these assets. Btw the main peculiarity of this "HOW TO" pdf doc, apart from describing in detail every single asset located in the main "SPONZATUTORIAL" folder and sub-folders: Link to the high rez version: http://www.samui3d.com/How_To_2.jpg Using hyperlinks to the main Tutorial pdf docs and cross-references to other sections of the "HOW TO" pdf doc, as well as to the main thread here on CGTalk: Link to the high rez version: http://www.samui3d.com/How_To_3.jpg Will also show you how to install the Mental Ray custom shaders and scripts, as well as to teach you how to use the main programs and utilities assets. Like for example the "ProEXR" plug-in demo and the simpler version called "ProEXR EZ", required by both the Adobe Photoshop CS4 and After Effects 2D applications… To open the "ProEXR", "Multichannel", "32.bit", "Open EXR" final render image files output by the Mental Ray render engine, when using the "Multi-Render Passes" workflow: Link to the high rez version: http://www.samui3d.com/How_To_8.jpg As well as the "Free Trial" demo version of the "Stereoscopic Player" software by Peter Wimmer, located in the "StereoscopicPlayer166_en" sub-folder... To view the "Stereoscopic" video clips (.avi) generated by the "playblast" animation feature, used in conjunction to the Maya 2011 "Stereoscopic Camera" node: Link to the high rez version: http://www.samui3d.com/How_To_4.jpg In the Maya 2011 scenes located in the "Maya_Production_Scenes_Stereo_Camera_Motion_Path_2011" sub-folder, created for the "Multi Stereo Rig" animation workflow... Using the "Stereoscopic Camera", the standard "Camera", the "Camera and Aim" and "Camera, Aim and Up" nodes in conjunction to the "Aim", the "Parent" and the "Point" animation "Constraints". As well as the Maya "pairBlend" node used in the Maya 2011 production scenes to create a complex "Fly Through", motion path camera animation: Link to the high rez version: http://www.samui3d.com/How_To_5.jpg Discussed in the main "THE_FLY_THROUGH_STEREO_CAMERA_MOTION_PATH_ANIMATION_LINKS" pdf doc, using an ordered list of links to the online resources: Link to the high rez version: http://www.samui3d.com/How_To_6.jpg Btw another peculiarity of the "HOW TO" pdf doc is that will point you, to the folders where these plug-ins should be placed on your drive: Link to the high rez version: http://www.samui3d.com/How_To_7.jpg Considering that I did not emphasize the importance of these Maya 2011 assets during my online rants here on CGTalk, I took the chance to do it in the "HOW TO" pdf doc; Since that these assets will introduce you to the various motion path camera animation workflows and techniques, as well as the Maya "Fluids" feature... And the standard "Dynamics" and "nDynamics" features, further implemented in the outrageously huge and complex Maya 2012 production scenes. Please note that thanks to this "HOW TO" pdf doc used in conjunction to the main pdf docs, further explanations might not be required. Ciao. "I know it seems hard sometimes, but remember one thing... Through every dark night, there's a bright day after that... So no matter how hard it get, stick your chest out, keep ya head up... and handle it."
  3. Scusate per la "scarsissima" formattazione del mio precedente post, ma il WYSWG Editor di Treddi' e' a dir poco "astruso"...
  4. Una piccolo aggiornamento ai contenuti della Guida, postato sul main thread di CGTalk: THE ULTIMATE MAYA AND MENTAL RAY ARCHVIZ GUIDE Dato che qui su Treddi' (fa' anche rima ), postero' solo l'aggioramento ai contenuti... A little recap, with the links to "THE ULTIMATE MAYA AND MENTAL RAY ARCHVIZ GUIDE" assets: http://www.samui3d.c...NZATUTORIAL.rar As well as the mirror download, kindly provided by Mitch aka "EightBit": http://thepixelfarm....uide/index.html The compressed and watermarked, Tutorial Guide pdf docs: http://www.samui3d.c...O_2009_SP1A.rar http://www.samui3d.c...1_2009_SP1A.rar http://www.samui3d.c...2_2009_SP1A.rar http://www.samui3d.c...3_2009_SP1A.rar http://www.samui3d.c.../PART4_2011.rar http://www.samui3d.c.../PART5_2011.rar The Maya 2009 SP1A production scenes, assets... The "SPONZA2009X32_2009_SP1A" Maya production scene, download: http://www.samui3d.c...2_2009_SP1A.rar For more info check the link below, which points to the "SPONZA2009X32_2009_SP1A" Maya production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.c...Screenshots.rar As well as the "SPONZA2009X32_2009_SP1A" Maya production scene, Open Exr final render output: http://www.samui3d.c...Exr_Renders.rar And finally the main "workhorse" of the Maya 2009 section, the "SPONZA2009X64_2009_SP1A" Maya production scene download: http://www.samui3d.c...4_2009_SP1A.rar For more info check the link below, which points to the "SPONZA2009X64_2009_SP1A" Maya production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.c...Screenshots.rar As well as the "SPONZA2009X64_2009_SP1A" Maya production scene, Pro Exr final render output: http://www.samui3d.c...Exr_Renders.rar And the "SPONZA2009X64_2009_SP1A" Maya production scene, Custom Label Pass render output: http://www.samui3d.c...bel_Renders.rar The "SPONZA2009X64_SUNSET_2009_SP1A" production scene, download: http://www.samui3d.c...T_2009_SP1A.rar For more info check the link below, which points to the "SPONZA2009X64_SUNSET_2009_SP1A" Maya production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.c...Screenshots.rar The "SPONZA2009X64_NIGHT_2009_SP1A" production scene, download: http://www.samui3d.c...T_2009_SP1A.rar For more info check the link below, which points to the "SPONZA2009X64_NIGHT_2009_SP1A" Maya production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.c...Screenshots.rar A link to the full set of "SPONZA2009X32/64 2009 SP1A" Maya production scenes, which you can download as a whole here: http://www.samui3d.c...s_2009_SP1A.rar Plus the final version, of the "SPONZAMAPFILES2009" file textures folder: http://www.samui3d.c...APFILES2009.rar Now assuming you already downloaded the "SPONZATUTORIAL" folder mirror provided by "EightBit" , with the recently uploaded Maya production scenes... You will need to use the updated scripts, plugins and file textures listed below... Which btw are the final version of the Tutorial Guide assets...! Remember to store a copy of the original "SPONZATUTORIAL" folder mirror download before to merge or replace the previous scripts, plugins and file textures assets. The final version, of the "Mr_Custom_Shaders_and_Scripts_2009_SP1A" folder: http://www.samui3d.c...s_2009_SP1A.rar As well as the updated version of the previously uploaded "My_Documents_maya_folders" folder, which I used to refine all the main Maya production scene and once again... Backup the original Maya folders located under the C:\Users\xxx\Documents directory on your drive, before to replace them with these folders: http://www.samui3d.c...ers_Updated.rar The Maya 2011 production scenes, assets... The "DAYSKYPHOTOPASSES_2011" production scene, download: http://www.samui3d.c...PASSES_2011.rar The "DAYSKYPHOTOPASSES_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar The "DAYHDRPASSES_2011" production scene, download: http://www.samui3d.c...PASSES_2011.rar The "DAYHDRPASSES_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar The "DAYSKYPHOTO_2011" production scene, download: http://www.samui3d.c...YPHOTO_2011.rar The "DAYSKYPHOTO_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar The "DAYHDRGAMMA_2011" production scene, download: http://www.samui3d.c...RGAMMA_2011.rar The "DAYHDRGAMMA_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar The "DAYHDRNOGAMMA_2011" production scene, download: http://www.samui3d.c...OGAMMA_2011.rar The "DAYHDRNOGAMMA_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar The "DAYHDRGAMMAPHOTO_2011" production scene, download: http://www.samui3d.c...APHOTO_2011.rar The "DAYHDRGAMMAPHOTO_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar The "DAYHDRNOGAMMAPHOTO_2011" production scene, download: http://www.samui3d.c...APHOTO_2011.rar The "DAYHDRNOGAMMAPHOTO_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar The "DAYSKYPHOTOIRAY_2011" production scene, download: http://www.samui3d.c...TOIRAY_2011.rar The "DAYSKYPHOTOIRAY_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar The "DAYHDRIRAY_2011" production scene, download: http://www.samui3d.c...DRIRAY_2011.rar The "DAYHDRIRAY_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar The "DAYHDRPHOTOIRAY_2011" production scene, download: http://www.samui3d.c...TOIRAY_2011.rar The "DAYHDRPHOTOIRAY_2011" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.c...SCREENSHOTS.rar A link to the full set of "Sponza_Production_Scenes_2011" Maya production scenes, which you can download as a whole here: http://www.samui3d.c...Scenes_2011.rar The Maya 2011 production scenes, Open Exr final render output: http://www.samui3d.c...Exr_Renders.rar As well as the Maya 2011 scenes, Pro Exr final render output: http://www.samui3d.c...Exr_Renders.rar Btw if you feel that what I posted so far is massive, what about this..? Link to the high rez version: http://www.samui3d.com/Ciro.jpg Guess the feedback, will "eventually" be provided on the "FM" style page template instead: http://www.facebook....160029064084531 In the mean time, still sitting idle waiting for some feedback before Xmas... Else... Will just quote Mitch:
  5. Per concludere la prima parte della "THE ULTIMATE MAYA AND MENTAL RAY ARCHVIZ GUIDE" Tutorial Guide... Un breve riassunto, con i links ai contenuti precedentemente postati: http://www.samui3d.c...NZATUTORIAL.rar As well as the mirror download, kindly provided by "EightBit": http://www.thepixelf...NZATUTORIAL.rar Now assuming you already downloaded the "SPONZATUTORIAL" folder mirror download, kindly provided by Mitch aka "EightBit"... With the recently uploaded Maya production scenes you will need to use the updated scripts, plugins and file textures listed below... Which btw are the final version of the Tutorial Guide assets...! Remember to store a copy of the original "SPONZATUTORIAL" folder mirror download before to merge or replace the previous scripts, plugins and file textures assets. Just in case I post a brief recap with all the links, to the updated and recently uploaded assets... The "SPONZA2009X32_2009_SP1A" Maya production scene, download: http://www.samui3d.c...2_2009_SP1A.rar For more info check the link below, which points to the "SPONZA2009X32_2009_SP1A" Maya production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.c...Screenshots.rar As well as the "SPONZA2009X32_2009_SP1A" Maya production scene, Open Exr final render output: http://www.samui3d.c...Exr_Renders.rar And finally the main "workhorse" of the Maya 2009 section, the "SPONZA2009X64_2009_SP1A" Maya production scene download: http://www.samui3d.c...4_2009_SP1A.rar For more info check the link below, which points to the "SPONZA2009X64_2009_SP1A" Maya production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.c...Screenshots.rar As well as the "SPONZA2009X64_2009_SP1A" Maya production scene, Pro Exr final render output: http://www.samui3d.c...Exr_Renders.rar And the "SPONZA2009X64_2009_SP1A" Maya production scene, Custom Label Pass render output: http://www.samui3d.c...bel_Renders.rar The "SPONZA2009X64_SUNSET_2009_SP1A" production scene, download: http://www.samui3d.c...T_2009_SP1A.rar For more info check the link below, which points to the "SPONZA2009X64_SUNSET_2009_SP1A" Maya production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.c...Screenshots.rar The "SPONZA2009X64_NIGHT_2009_SP1A" production scene, download: http://www.samui3d.c...T_2009_SP1A.rar For more info check the link below, which points to the "SPONZA2009X64_NIGHT_2009_SP1A" Maya production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.c...Screenshots.rar And to conclude... A link to the full set of "SPONZA2009X32/64 2009 SP1A" Maya production scenes, which you can download as a whole here: http://www.samui3d.c...s_2009_SP1A.rar Plus the final version, of the "SPONZAMAPFILES2009" file textures folder: http://www.samui3d.c...APFILES2009.rar And the final version, of the "Mr_Custom_Shaders_and_Scripts_2009_SP1A" folder: http://www.samui3d.c...s_2009_SP1A.rar As well as the updated version of the previously uploaded "My_Documents_maya_folders" folder, which I used to refine all the main Maya production scene and once again... Backup the original Maya folders located under the C:\Users\xxx\Documents directory on your drive, before to replace them with these folders: http://www.samui3d.c...ers_Updated.rar "The message I stress: to make it stop, study your lessons... Don't settle for less, even a genius asks questions... Be grateful for blessings and don't ever change, keep your essence..."
  6. Now since in Italy we have another say that goes like this: "Quando fai una mossa, falla bene...", which translates in something like: "When you make a move, just do it right"... I will share the "SPONZA2009X64_SUNSET/NIGHT_2009_SP1A" Maya production scenes as well, to make it easier to test the results of the lighting workflows discussed in the Part2 and Part3.pdf docs... Btw... There are good news for the Maya and Mental Ray users, since it seems that AD finally hired Zap Andersson and hopefully things will go much better from now on... http://forums.cgsociety.org/showthread.php?p=7130804#post7130804 http://www.cgchannel.com/2011/09/autodesk-hires-mental-ray-wizard-zap-andersson/ Once the MR implementation in Maya will be more stable, reliable and maybe even easier with just a few mouse clicks... Guess this Guide will be indispensable as well as the Maya Online Help docs... To have a better understanding on the Mental Ray internal architecture and mostly on how to stuff an insane amount of lighting, texturing and rendering features... In a single Maya scene as well as to ensure that everything will work as expected, since this is exactly what I'm specialized in...! Btw I used the 2D Motion Blur lighting workflow suggested by Zap using the "mip_motionblur" Production Shader, connected to the main "persp" camera as a "Legacy Output Shader"... To Motion Blur all the Dynamics and NDynamics features, used in the huge Maya 2012 production scenes: http://mentalraytips.blogspot.com/2007/10/production-shader-examples.html I had to create a cache for every single Dynamics and NDynamics feature, such as the NParticles with Pfx Strokes instanced using the NParticles "Instancer" node... As well as the NCloth flags, the Nucleus Rain Asset, the various standard Dynamic Fluids and Particles, Soft/Rigid Bodies and the 3D characters Pfx Hairs feature... Which are all animated using NFields, as well as the "Aston Martin" Motion Path animation and was converted to poly's prior caching...! Hopefully will come in soon with a few screenshots of the (20) Maya 2011/2012 scene renders using the Mental Ray "IBL", "PR", "Unified Sampling" and Iray features...! For the time being... I "STRONGLY" suggest you to check out first the Maya 2009 SP1A production scenes that apart fom being already quite complex, are also extremely reliable and informative... Depending on your skills level... They will introduce you to my personal Maya and Mental Ray mindset, as well as my way of doing things and will ensure that you will not go "Borderline"... Or just completely insane... When dealing with the extremely complex Maya 2011 and mostly the 2012 production scenes, I warned you guys no kidding...! A few screenshots, from the "SPONZA2009X64_SUNSET_2009_SP1A" production scene: Link to the high rez version: http://www.samui3d.com/SUNSET_1680/f.jpg Link to the high rez version: http://www.samui3d.com/SUNSET_1680/g.jpg Link to the high rez version: http://www.samui3d.com/SUNSET_1680/v.jpg Link to the high rez version: http://www.samui3d.com/SUNSET_1680/w.jpg And finally... The "SPONZA2009X64_SUNSET_2009_SP1A" production scene, download: http://www.samui3d.com/SPONZA2009X64_SUNSET_2009_SP1A.rar For more info check the link below which points to the "SPONZA2009X64_SUNSET_2009_SP1A" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.com/SPONZA2009X64_SUNSET_2009_SP1A_Screenshots.rar A few screenshots, from the "SPONZA2009X64_NIGHT_2009_SP1A" production scene: Link to the high rez version: http://www.samui3d.com/NIGHT_1680/g.jpg Link to the high rez version: http://www.samui3d.com/NIGHT_1680/h.jpg Link to the high rez version: http://www.samui3d.com/NIGHT_1680/ze.jpg Link to the high rez version: http://www.samui3d.com/NIGHT_1680/zf.jpg And the "SPONZA2009X64_NIGHT_2009_SP1A" production scene, download: http://www.samui3d.com/SPONZA2009X64_NIGHT_2009_SP1A.rar For more info check the link below which points to the "SPONZA2009X64_NIGHT_2009_SP1A" production scene screenshots, in the Acrobat Portfolio.pdf format: http://www.samui3d.com/SPONZA2009X64_NIGHT_2009_SP1A_Screenshots.rar To conclude this first section of "THE ULTIMATE MAYA AND MENTAL RAY ARCHVIZ GUIDE"... A link to the full set of "SPONZA2009X32/64 2009 SP1A" Maya production scenes, which you can download as a whole here: http://www.samui3d.com/Sponza_Production_Scenes_2009_SP1A.rar Ciao... "The message I stress: to make it stop, study your lessons... Don't settle for less, even a genius asks questions... Be grateful for blessings and don't ever change, keep your essence..."
  7. Azz dimenticavo... C'e' un ragazzo chiamato Kezo, che ha ricreato un ritratto del mitico nel forum: [bEST OF] Il meglio di Painting e Grafica 2D, dategli n'occhiata... SPAKKA...! 2Pac "The message I stress: to make it stop, study your lessons... Don't settle for less, even a genius asks questions... Be grateful for blessings and don't ever change, keep your essence..."
  8. withego

    2Pac

    Be' io non ho parole... Hai ritratto la leggenda...! Sei un grande e hai fatto un ottimo lavoro, complimentoni e dato che siamo in tema...Una massima del mitico che io uso in calce a tutti i miei post : "The message I stress: to make it stop, study your lessons... Don't settle for less, even a genius asks questions... Be grateful for blessings and don't ever change, keep your essence..."
  9. Anche se all'ultimo giro qui' su Treddi' non mi vi siete "ixxxxxxo di pezza"... Dato che sto' mettendo a disposizione "a gratis" parte degli assets della "massellissima" guida all'utilizzo di Maya, Mental Ray e Iray "THE ULTIMATE MAYA AND MENTAL RAY ARCHVIZ GUIDE"... Per tutta la 3D Maya and Mental Ray comunity....Ci riprovo un'ultima volta a condividere le mie fatiche con i miei connazionali, ovviamente come al solito postero' in inglese: Following up from the main thread at CGTalk, will post here my latest online rant: http://forums.cgsoci...428#post7129428 Thanks Justin and just completed the render of a 400 MB Maya 2012 scenes using the Mental Ray Unified Sampling, in conjunction to the IBL Environment Lighting feature and everything worked out just fine... So I'm very pleased since the assets are simply outstanding, plus I start to feel that this endless journey started almost 3 years ago... Is finally coming to an end...! As promised here we go with the Maya 2009X32 and 2009X64 production scenes as well as the required scripts, plugins and file textures. The recently slightly refined Maya 2009X32 production scene which I remind you was created back in 2009, mainly for the user still running on 32.bit OS with just 4 GB of Ram... No Mental Ray Render Passes here, just Maya Render Layers and remember to disable the mia materials Detail Ambient Occlusion feature using the Attribute Spreadsheet... Just as I did for the Maya 2009X64 scene, or you will face high render times. With the "sunDirection" node "Emit Photons" checkbox, disabled: Link to the high rez version: http://www.samui3d.com/n.jpg With the "sunDirection" node "Emit Photons" checkbox, enabled: Link to the high rez version: http://www.samui3d.com/o.jpg Got the idea to use a huge Mental Ray Portal Light placed under the "FLOORDISPLACED" node, from LuGher3d a very talented Maya and Mental Ray artist and tutor... I just refined this lighting workflow by enabling the "Emit Direct Photons" checkbox, which disables the Mental Ray Portal Light emission. Let's say that the Portal Light node is not emitting Photons at all, instead it gathers and concentrate the Photons emitted by the "sunDirection" node and shoot them back in the scene... When using this lighting approach remember to disable the "FLOORDISPLACEDShape" node "Cast Shadow" checkbox, to allow the Photons passing through the floor thus contributing to the main scene illumination. For more info check the link below, which points to the Maya 2009X32 production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.com/SPONZA2009X32_2009_SP1A_Screenshots.rar And finally... The Maya 2009X32 production scene download: http://www.samui3d.com/SPONZA2009X32_2009_SP1A.rar As well as the Maya 2009X32 scene, Open Exr final render output: http://www.samui3d.com/Maya_Production_Scenes_2009X32_SP1A_Exr_Renders.rar A couple of screenshots from the recently refined Maya 2009X64 production scene which is the main "workhorse" of the Maya 2009 section, with all the features discussed in the Part1, Part2 and Part3.pdf docs... Btw the Maya 2009X64 production scene renders much faster, since that I already disabled the mia materials Detail Ambient Occlusion feature: Link to the high rez version: http://www.samui3d.com/p.jpg A screenshot from the Maya 2009X64 production scene, "AO" Render Layer: Link to the high rez version: http://www.samui3d.com/q.jpg For more info check the link below, which points to the Maya 2009X64 production scene screenshots in the Acrobat Portfolio.pdf format: http://www.samui3d.com/SPONZA2009X64_2009_SP1A_Screenshots.rar And finally... The Maya 2009X64 production scene download: http://www.samui3d.com/SPONZA2009X64_2009_SP1A.rar As well as the Maya 2009X64 scene, Pro Exr final render output: http://www.samui3d.com/Maya_Production_Scenes_2009X64_SP1A_Pro_Exr_Renders.rar And the Maya 2009X64 scene, Custom Label Pass render output: http://www.samui3d.com/Maya_Production_Scenes_2009X64_SP1A_Label_Renders.rar Now assuming you already downloaded the main "SPONZATUTORIAL" folder mirror download, kindly provided by Mitch aka "EightBit"... The "SPONZATUTORIAL" folder mirror download, kindly provided by "EightBit": http://www.thepixelfarm.com/ArchvizGuide/SPONZATUTORIAL.rar Btw I posted the link to the mirror at the start of the thread as well, go on and download it since it has the previously uploaded assets organized in the original tutorial folder structure. To use the above Maya production scenes you will need to download the updated scripts plugins and file textures as well, which are the final and full version of the tutorial assets... Remember to store a copy of the original "SPONZATUTORIAL" folder mirror download before to add or replace the previous scripts, plugins and file textures assets. The final version of the "SPONZAMAPFILES2009" file textures folder: http://www.samui3d.com/SPONZAMAPFILES2009.rar The final version of the "Mr_Custom_Shaders_and_Scripts_2009_SP1A" folder: http://www.samui3d.com/Mr_Custom_Shaders_and_Scripts_2009_SP1A.rar As well as the updated version of the previously uploaded "My_Documents_maya_folders" folder, which I used to refine all the main Maya production scene and once again... Backup the original Maya folders located under the C:\Users\xxx\Documents directory on your drive, before to replace them with these folders: http://www.samui3d.com/My_Documents_maya_folders_Updated.rar A last note on the "SPONZA2009X64_SUNSET_2009_SP1A" and the "SPONZA2009X64_NIGHT_2009_SP1A" scenes, which I recently created to test the different lighting workflows discussed in the Part2 and Part3.pdf docs... A screenshot from the "SPONZA2009X64_SUNSET_2009_SP1A" Maya production scene: Link to the high rez version: http://www.samui3d.com/r.jpg A screenshot from the "SPONZA2009X64_NIGHT_2009_SP1A" Maya production scene: Link to the high rez version: http://www.samui3d.com/s.jpg Even if these scenes was not included in the tutorial I will be glad to share these extra scenes, with the guys who supported me here on CGTalk and kept following up with this thread... Will be back next week to briefly show you some screenshot from the almost (20) Maya 2011 and 2012 production scenes, but this is another story...! For the time being, guess I completely fulfilled the promise made back in 2010... Bella... "The message I stress: to make it stop, study your lessons... Don't settle for less, even a genius asks questions... Be grateful for blessings and don't ever change, keep your essence..."
  10. Bella Dario… Come promesso… On Tupac Amaru Shakur Birthday Anniversary, I will start to release a portion of the "Ultimate Maya and Mental Ray Archviz Guide" Tutorial Guide assets… With a few compressed and watermarked copies of the main 5 Parts.pdf docs, as well as some of the latest very informative Acrobat Pro X Portfolios.pdf docs. But first… To show me your appreciation and as a little tribute to the Legend's mother, I will ask you to check this link just as a reminder on real values such as "integrity" and "respect" that nobody should ever forget: http://www.youtube.com/user/2PAC?blend=7&ob=5 And before to share the links to some of the main Tutorial Guide assets, would like to post a few pics which are just an update of the pics posted in the "A Few Maya 2012 And Mental Ray 3.9 Iray Pics…" thread: http://forums.cgsociety.org/showthread.php?p=6961019#post6961019 I just added to the already huge Maya production scenes, the highpoly 3d characters used to replace the "Rocketbox Libraries" assets. To demonstrate that using Maya 2012 in conjunction to the Mental Ray (IBL) Environment Lighting and (PR) Progressive Rendering String Options, with the Mental Ray 3.9 iray render engine algorithm... Is possible to render millions of poly's from the main Maya Render View, in one "go" and without crashes...! In the first render image output with the (IBL) Environment Lighting and (PR) Progressive Rendering String Options, used in conjunction to the Mental Ray 3.9 iray render engine algorithm in CPU mode… The main light contribution is provided by the Mental Ray "mia_physicalsky" lens shader node, with the sky "Multiplier" value raised to the input value (8) and the (IBL) "environment lighting scale" String Option value set to the input value (1). Link to the high rez version: http://www.samui3d.com/FINAL_RENDER_3D_PEOPLE_SKY_MAYA_2012_IRAY.jpg In the second render image output, the main light contribution is provided by an (HDR) "High-Dynamic Range" 32-bit image... Connected to a Mental Ray "mib_lookup_Spherical" environment shader, which is connected to a "multiplyDivide" utility node, with all the "Input 2" values increased to the input value (8). Please note that the (IBL) "environment lighting scale" String Option value, is raised to the input value (8) as well. For the main tonemapping process, the "mia_exposure_photographic" lens shader node is used in conjunction to the "Render View" panel "Color Management" controls... With the "mia_exposure_photographic" lens shader node "Gamma" field, reduced to the value (1) to avoid tonemapping the output image twice... As suggested by the guys of the Autodesk product support team in the "Spikes in the 32 bit renders with HDRI" thread, at the very informative Maya Station website: http://mayastation.typepad.com/maya-station/2010/01/spikes-in-the-32-bit-renders-with-hdri.html Link to the high rez version: http://www.samui3d.com/FINAL_RENDER_3D_PEOPLE_IBL_MAYA_2012_IRAY.jpg Back to the main topic… Please note that the Acrobat Pro X Portfolios.pdf docs enclosed in the main "Docs" folder, are copies of the original uncompressed Acrobat Pro X Portfolios.pdf docs from the main Tutorial Guide. In the "Docs" folder I have also included the simple "3D_PEOPLE_BINDED_MAYA_2009_SP1A" Maya 2009 SP1AX64 scene, with a copy of the highpoly 3d characters created using Maya Poly, Subd, Nurbs, Fur and Cloth… Used to replace the "Rocketbox Libraries" assets, rigged using rigid skin binding with lattice flexors and posed using inverse IK with standard Maya materials assigned, as well as some old "Denfo" custom Maya material. A screenshot of the highpoly 3d characters from the "3D_PEOPLE_BINDED_MAYA_2009_SP1A" Maya 2009 SP1AX64 scene: Link to the high rez version: http://www.samui3d.com/3D_PEOPLE_BINDED_CAPTURE_1.jpg Here we go... I will give you a choice to download just the compressed and watermarked copies of the main 5 Parts.pdf docs, or the entire "Docs" zipped folder with all the above mentioned assets… http://www.samui3d.com/Docs.rar http://www.samui3d.com/Docs/INTRO_2009_SP1A.rar http://www.samui3d.com/Docs/PART1_2009_SP1A.rar http://www.samui3d.com/Docs/PART2_2009_SP1A.rar http://www.samui3d.com/Docs/PART3_2009_SP1A.rar http://www.samui3d.com/Docs/PART4_2011.rar http://www.samui3d.com/Docs/PART5_2011.rar Btw... You will notice that I have also provided the "FileTextureManager" mel script utility, as well as the "SPONZAMAPFILES2009" folder located under the main "Docs" folder... The "FileTextureManager" mel script utility is a great tool to fix the file textures broken links, which in this case are the links to the file textures located in the main "SPONZAMAPFILES2009" folder. Just a couple of mouse clicks and the file textures used in the "3D_PEOPLE_BINDED_MAYA_2009_SP1A" Maya 2009 SP1AX64 scene, will point correctly to the "SPONZAMAPFILES2009" folder... In the "Docs" folder I have enclosed the "3D_Characters_Fur_Attribute_Maps_2009_SP1A" as well as the "3D_Characters_Fur_Equal_Maps_2009_SP1A" folders, with the Fur Attribute and Equalizer Maps ".iff" files required by the Maya Fur feature applied to the 3d characters. Once extracted just place these ".iff" files in the "furAttrMap" and the "furEqualMap" folders, located under the main Maya "Project" directory on your drive, or else… "Set" the Maya "Project" directory to the downloaded "Docs" folder and Maya will create automatically the "furAttrMap" and the "furEqualMap" folders, just go on place the ".iff" files in these new folders. Please remember that these assets are just a small portion of the main "Ultimate Maya and Mental Ray Archviz Guide" assets, just to get you acquainted with the several Maya and Mental Ray lighting, texturing and rendering techniques discussed in the Tutorial. Actually the main assets are the (100) Maya 2009, Maya 2011 and Maya 2012 scenes and in particular the (60) "200 MB each" production scenes, which are very complex piece of machinery... With Maya and Mental Ray Render Layers and Passes as well as Custom "Label Pass" Framebuffers and Render Layers "Overrides", that should be used in conjunction to the main 5 Parts.pdf docs. Plus loads of Plug-ins and Mel Scripts as well as the original (600 MB) "SPONZAMAPFILES2009" file textures folder etc, etc... Guess that all of these assets should keep you busy for quite a long time, if you think that this huge Tutorial will be useful to spare you long years spent in front of a screen, of course...! Hope you enjoy the summer reading and your feedback will be greatly appreciated, even if I will not change any asset no more... Since that this is the final version…! Il troppo "stroppia"...! Bella raga… Alex Se mi sara' concesso dai moderatori, oltre alla massima del "Mitico" che usero' d'ora in poi in ogni mio post: "I rather die young then die old and broke, that's why I stay drunk and I constantly smoke" Vorrei aggiungerne un'altra un po' piu' pesantuccia, che oltre essere in perfetta rima baciata... "STRASPACCA" : "Thuggin to the fullest... Got my strap, I'ma pull it on the first muh'****er that can outrun a bullet... Holla... Third life...!" PS. Ammazza com'e' difficile postare qui' su Treddi'...
  11. Ciao Yanez... Dici bene dato che e' stata una vera e propria saga, soprattutto per il sottoscritto... Cmq... niente IPad e dopo che avro' postato su CGTalk: The Ultimate Maya and Mental Ray Archviz Guide, Maya 2012 final release. Passero' da ste' parti... Bella... Alex "I rather die young then die old and broke, that's why I stay drunk and I constantly smoke"
  12. Innanzitutto perdonatemi se posto come al solito in Inglese, ma sono troppo stanco per tradurre sto' messaggio... UPDATE: link al mio blog A few lines without checking nor the spelling or the grammar, just to inform you that the guys at Gnomon pulled out at the very last moment from the agreement we had on the Tutorial Guide release... To avoid incurring in copyright infringement related issues since that to create the Tutorial, I used a few 3D assets from commercial raw 3D models collections by Evermotion, Rocketbox Libraries and Dosh Design. Even if the copyrighted 3D assets was partially remodelled to make them compatible to Maya and that the Rocketbox Libraries assets, was recently replaced with a couple of highpoly 3d characters created few years ago using Maya Poly, Subd, Nurbs, Fur and Cloth. Rigged using rigid skin binding with lattice flexors, posed using inverse IK and ready to be animated... I was told by Gnomon that they had to pay large sum of $ to distribute the other few copyrighted raw 3D models, so the guys finally decided to call off the publishing of the Guide. Actually the guys at Gnomon are quite cool since I had the chance to spend some time with them during the recording of the Master Classes 2011 in Hollywood, so from now on I will just refrain posting any further comment or speculation concerning this issue. Plus since the very start of this huge project I already made up my mind that if for some reason Gnomon will not publish it, I will share it with the Maya and Mental Ray green users for free to avoid them long and painful years spent searching and debugging bugs as well as dealing with the very steep Maya and Mental Ray learning curve. Guess you know how important values such as respect, word and honor are for Italians or at least for me so I will just stick to the promise made back in July 2010 on CGTalk and will not even bother to market the Guide, trying desperately to squeeze money out of your pockets. And even if the Tutorial kept growing and is now more than 5 giga in size as an apologize for keeping you waiting almost 2 years for the release, on the 16 June 2011 I will publish a few compressed and watermarked copies of the main 5 Parts.pdf docs as well as the latest very informative Acrobat Pro X Portfolios.pdf here on CGTalk. I choosed to publish the compressed and watermarked copies instead of the original docs mostly to test your reactions first, considering that after a lot of announcements finally the Guide was not published by Gnomon which could look pretty much as a personal failure... Plus in such a materialistic world usually when you get something valuable for free, there is a good chance that you will underestimate the value of it which is perfectly understandable since that this is just about human psychology, but considering the time and efforts that I throw in this project I'm just not going to take it... Since that in my (not humble at all) opinion, this is maybe one of the most complete and comprehensive Maya and Mental Ray learning experience ever... After the main Autodesk Maya Online Help docs, of course. Just take it as a "Summer Reading" and if after going through the well over (1000) pages of the main 5 Parts.pdf docs you will find out that this Guide will be useful to spare you long and painful years spent in front of a screen, than this will be for me a great personal achievement and I will just go on to release the whole "shit"... To conclude, if the Tutorial will get the exposure it deserves I will try to ask some help from the Maya and Mental Ray 3D artists mentioned in the main Intro Credits, to spread the Tutorial Guide all over the net since that they greatly contributed to its creation... So just tune in here on the 16 which btw is the Birthday Anniversary of Tupac Amaru Shakur (June 16, 1971 – September 13, 1996) and this is the main reason why I choosed June the 16, just to pay a little tribute to his legacy even if I'm just a "White Trash"... Ciao, Alex
  13. Bella pupazzo, tentero' di fartela quadrare...! Ti rispondero' in Inglese perche' postero' questa risposta anche su Cgtalk, e spero che sia no stimolo per tutti i ragazzi qui' su treddi' per perfezionare la conoscenza delle lingue. Following up with the doubts expressed by a Maya user on Treddi', regarding the lack of brightness of the first 2 images created with the new Ibl lighting enviroment approach, explained in my previous post I will try to explain a bit more this technique based on my tests. First I post a copy of the Hdri image from Evermotion, which I used to create the images in my previous post. By using this Hdri image for the Ibl lighting enviroment, connected to a Mib_lookup_Spherical Enviroment shader, which is piped to a Multiply/Divide Maya utility node, with all the "Input 2" values increased to the value (4), you get a dark blueish image which in my opinion is suitable for evening/night shots used in conjunction with the wom-archlights for the warm coloured artificial lighting. The Multiply/Divide node is connected to the Mental Ray Enviroment Shader field, of the main PerspShape Camera. A Multiply/Divide node is inserted between the Mental Ray Enviroment Shader field of the main PerspShape Camera, and the Mib_lookup_Spherical Enviroment shader, to gain some control on the Ibl Enviroment light contribution. If you increase all the "Input 2" values to the value (8), you get this result: A little brighter but still too dark. If you increase the INDIRECT PASSES input to the value (4), you get this result: Brighter, but you will notice that the contrast is already way too high and that the lit areas are overexposed. So I decided to change approach and to reset all the Multiply/Divide node "Input 2" values to the default value (1), and in the new Ibl "environment lighting scale" string I increased the default value (0.314) to the value (1) instead, and I get this result: Then in the new Ibl "environment lighting scale" string I increased the value to (4), and I get this result: The lit areas are way too overexposed. So you can either increase the new Ibl enviroment light contribution, increasing the Multiply/Divide node "Input 2" values, or alternatively you can increase the new Ibl "environment lighting scale" string from the default value (0.314) to the value (2) for this particular scene. Now since with this new Ibl enviroment light workflow, we use only the Hdri image to light the classroom scene with a kind of "brute force" approach, without the help of any Mental Ray Lens Shader node, such as the Mia_Exposure_Photographic node, MR output the resulting images in a "non linear gamma=1 color space". By increasing the Ibl enviroment light contribution, it's easy to have the lit areas in the images being overexposed. So if we connect a Mia_Exposure_Photographic Lens Shader node to the Mental Ray Lens Shader field in the MR section of the main PerspShape Camera, we increae the Mia_Exposure_Photographic cm2 factor value to let's say (4000), and we increase the Ibl "environment lighting scale" string to the value (40), we get this image which is bright enough and is in the correct and more realistic "linear gamma color space": Please note that using this workflow, you can also reset the new Ibl "environment lighting scale" string to the default value (0.314), and you can alternatively increase all the Multiply/Divide node "Input 2" values, to the value (100). Both of the techniques yeld to a similar result, and please don't forget that with this kind of "brute force" approach, to get a decent sampling you might increase the default value of (0.2) in the environment lighting quality string, which will increase the render times as well. Hope it helps...! Ciao Alex Sandri
  14. Innanzitutto mi scuso come al solito per il post in Inglese...! Ma spero che adottiate il refrain che Iannacci cantava in una sua vecchia canzone: CIAP I STESS....! I post a few tests with all the new Mr 3.8 features enabled: Image Based Lighting/Physical Sun and Sky/Portal Light/Fg/Gi/Importons/Irradiance Particles/Progressive Rendering and the Ambient Occlusion cache...! I used the same classroom scene, used in my previous Importons and Irradiance Particles tutorial. From these tests I can confirm what Dagon already explained here. The new Mr 3.8 Irradiance Particles Ibl lighting algorithm in Maya 2011 has being refined, and used together with the Final Gather algorithm and the Progressive Rendering features, yelds to much brighter and cleaner results than the previous Mr 3.7 version. The high render times, mostly when using the Mia_Lens_Bokeh shader, can be drastically reduced by optimizing the Mia_Lens_Bokeh settings as well as the various Render Settings, and by using the "Importons emitted" string, enabled via the string options in the miDef: NAME= importon emitted VALUE= 100000 TYPE= integer Please note that as a Ibl Enviroment you can use an Hdri image connected to the Image Based Lighting Enviroment feature in the main Render Settings Panel, with the "Color Gain" value increased to the value (4). In the next image, the Ibl Enviroment is provided by a Hdri image, connected to a Mib_lookup_Spherical Enviroment shader,connected to a Multiply/Divide Maya utility node, with all the "Input 2" values increased to the value (4). The Multiply/Divide node is connected to the Mental Ray Enviroment Shader field, of the main PerspShape Camera. I inserted the Multiply/Divide node between the Mental Ray Enviroment Shader field of the main PerspShape Camera, and the Mib_lookup_Spherical Enviroment shader, to gain some control on the Ibl Enviroment light contribution. Importons settings: DENSITY= 1 (THIS VALUE COULD BE OVERRIDED BY THE "Importons emitted" STRING OPTION) MERGE DISTANCE= 0.1 MAX DEPHT= 4 NOTICE THAT THE "TRAVERSE" OPTION IS ENABLED. Irradiance particles settings: RAYS= 250 INDIRECT PASSES= -1 INTERPOLATE= ALWAYS INTERPOINTS= 250 ENV RAYS= 500 (SINCE THIS IS AN INTERIOR, WE WILL NEED MORE ENV RAYS) ENABLE AMBIENT OCCLUSION AMBIENT OCCLUSION RAYS= 256 Please note the "INDIRECT PASSES= MINUS 1" input, which enables the Irradiance Particles Ibl lighting feature, as suggested by the Maya Docs. Render Time: 2hr-05min With the INDIRECT PASSES input increased to the value (4). RAYS= 250 INDIRECT PASSES= 4 INTERPOLATE= ALWAYS INTERPOINTS= 250 ENV RAYS= 500 (SINCE THIS IS AN INTERIOR, WE WILL NEED MORE ENV RAYS) ENABLE AMBIENT OCCLUSION AMBIENT OCCLUSION RAYS= 256 Render Time: 2hr-27min Please note, that between the use of the Image Based Lighting Enviroment feature in the main Render Settings Panel, and the Mib_lookup_Spherical Enviroment shader, I prefer the latter which seems to be faster and with a better light distribution. Irradiance Particles Ibl Enviroment and Progressive Rendering strings enabled/Physical Sun and Sky/Portal Light/Fg/Gi/Importons/Irradiance Particles. In this image, the Enviroment is provided by the Physical Sun and Sky Enviroment feature in the main Render Settings Panel, with the "multiplier" value set to (1), used in conjunction to the Mia_Portal_Light. Importons settings: DENSITY= 1 (THIS VALUE COULD BE OVERRIDED BY THE "Importons emitted" STRING OPTION) MERGE DISTANCE= 0.1 MAX DEPHT= 4 NOTICE THAT THE "TRAVERSE" OPTION IS ENABLED. Irradiance Particles settings: RAYS= 250 INDIRECT PASSES= -1 INTERPOLATE= ALWAYS INTERPOINTS= 250 ENV RAYS= 500 (SINCE THIS IS AN INTERIOR, WE WILL NEED MORE ENV RAYS) ENABLE AMBIENT OCCLUSION AMBIENT OCCLUSION RAYS= 256 Please note the "INDIRECT PASSES= MINUS 1" input, which enables the Irradiance Particles Ibl lighting feature, as suggested by the Maya Docs. Render Time: 1hr-19min RAYS= 250 INDIRECT PASSES= 4 INTERPOLATE= ALWAYS INTERPOINTS= 250 ENV RAYS= 500 (SINCE THIS IS AN INTERIOR, WE WILL NEED MORE ENV RAYS) ENABLE AMBIENT OCCLUSION AMBIENT OCCLUSION RAYS= 256 With the INDIRECT PASSES input to the value (4), and the Mia_Lens_Bokeh connected to the Lens Shader list, in the MR section of the main PerspShape Camera ...! Since that the Mental Ray Enviroment Shader field, is connected to the Physical Sun and Sky node, and that the Mental Ray Lens Shader field, is connected to the Mia_Exposure_Photographic node. Render Time: 3hr-01min RAYS= 250 INDIRECT PASSES= -1 INTERPOLATE= ALWAYS INTERPOINTS= 250 ENV RAYS= 500 (SINCE THIS IS AN INTERIOR, WE WILL NEED MORE ENV RAYS) ENABLE AMBIENT OCCLUSION AMBIENT OCCLUSION RAYS= 256 Irradiance Particles Ibl Enviroment and Progressive Rendering strings enabled/Physical Sun and Sky/Fg/Gi/Importons/Irradiance Particles. In this image, the Enviroment is provided by the Physical Sun and Sky Enviroment feature in the main Render Settings Panel, with the "multiplier" value set to (1), and the Mia_Portal_Light is not used. Render Time: 1hr-18min RAYS= 250 INDIRECT PASSES= 4 INTERPOLATE= ALWAYS INTERPOINTS= 250 ENV RAYS= 500 (SINCE THIS IS AN INTERIOR, WE WILL NEED MORE ENV RAYS) ENABLE AMBIENT OCCLUSION AMBIENT OCCLUSION RAYS= 256 With the INDIRECT PASSES input increased to the value (4). Render Time: 1hr-20min RAYS= 250 INDIRECT PASSES= -1 INTERPOLATE= ALWAYS INTERPOINTS= 250 ENV RAYS= 500 (SINCE THIS IS AN INTERIOR, WE WILL NEED MORE ENV RAYS) ENABLE AMBIENT OCCLUSION AMBIENT OCCLUSION RAYS= 256 The only difference from the previous images, is that I increased the Physical Sun and Sky node "multiplier" value to the value (4) Render Time: 1hr-14min Btw In my opinion, this the best compromise between render speed and light distribution...! With the INDIRECT PASSES input, increased to the value (4). Render Time: 1hr-19min Choose your flavor and....hope it helps! Ciao, Alex Sandri
  15. Bella Dario, ma non c'e' bisogno, tanto ci si becca su Skype. E' solo che sono abituato beccarlo attivissimo su tutti i forum su Maya e MR. La mancanza della "capoccia" di Dagon, nei forum si sente! Anche perche'il famigerato "denigratore" di Mental Ray su Cgtalk, adesso puo' continuare indisputato, a spu"""""", questo tremendamente complesso, ma potentissimo render engine. Uno dei pochi che riusciva veramente, a fare ingrifare il "mitico". Ciao...! Alex
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