Nyeng!

A production journal, or the ramblings of a lunatic… you decide.

  • Home
  • Gallery
  • Videos
  • Tutorials
  • Reference
  • Downloads
  • The workbench
  • About

Categories

    • Art Updates
    • Rants & General Insanity
    • Tips & Tutorials
    • Uncategorized

Calendar

September 2010
M T W T F S S
« Aug    
 12345
6789101112
13141516171819
20212223242526
27282930  

Archives

Gallery

  • mtwashington_panorama2.jpg Happy Nude Year, \'07! DSC_0132.jpg Mary Christmas \'06

Blog Links

CG Artists

Meta

    • Log in
    • Entries RSS
    • Comments RSS
    • WordPress.org

Rss

  • Main Entries RSS
  • Comments RSS

Re-evaluation Time

Jun 8th, 2010 by Jared

A recent discussion on CGTalk has made me take a second look at how I render my scenes.  For the past couple years or so I’ve preferred to render out multiple passes/buffers, and combine them in post.  First it was with ctrl_Buffers, and lately it’s been p_MegaTK.  Now I’mwondering if it’d be better to just do everything in-camera.

I guess you could say this started when Final Gather and MegaTK caused Maya to crash.  I’ve also been a little frustrated with MegaTK’s limited light support.   Through its own light shaders, MegaTK’s buffer output supports Direct, Point, and Spot lights.  Image-based lighting and mia_physicalSky can be used for ambient/indirect light, bit not as a primary light source.

Another possible reason for my reliance on passes, could be that until recently I’d been using the wrong settings for subsurface scattering, and also because I didn’t know about MR’s linear workflow.  While I’m at it, I’m tempted to give V-ray a look as well.  Just as soon as a demo is made available for Maya 2011 (and hopefully before my 2011 demo expires)…

Posted in Art Updates, Rants & General Insanity | No Comments

Comments are closed.

Nyeng! © 2010 All Rights Reserved.
Finishing Touch by Cute Animals
Venetian Blinds - Shower Enclosures - Cyprus Villas - Vista Themes
Back to Top