Optimizing Final gather settings for various scenarios

Final gather can be tricky business. I’ve seen most scenes that come my way have 100% default final gather settings, or inefficient settings. It’s not surprising, the settings are quite non intuitive. Mentalray was written with more of an engineering mindset than an artist one I believe, which at first is really convoluted. Given time though, and some explanations for …

Render texture Range – Direct Hypershade texture sequence render

I (re)discovered a useful command in the marking menu in the hypershade, called “Render texture range” Useful for rendering out full 0-1 texture animations, especially useful if you are using maya procedurals and want to bake out some sort of mask animation or something. However, by default, the marking menu option renders your selected texture from frames 0-10, as a …