Lost in iteration-land.
Ok, not really lost, just working methodically, trying to develop my knowledge of indirect lighting in Mental Ray.
Read quite a bit of Master Zap, and DJX. And re-read.
A lot of time was spent working on floor solutions. It’s a thorny problem because:
- The reflection interpolation in the mia_materials creates significant artifacts when used in animation.
- Glossy reflections seem to be a problem for a lot of people.
- Env_blur is great for the environment, but doesn’t help at all with reflected geometry (like..furniture, image planes…all of the things that were contributing to my reflections.
- The floor is just big – it’s meant to be an enticing area of negative space. It takes up a lot of pixels in HD. It needs to look nice, and that means a lot of accurate glossy reflections, which just seem to be expensive.
I eventually settles on a Phong-E. It’s not nearly as nice as the architectural material, but since I’m making an animation, it’s what I could get working in a reasonable time.