Unified Rendering – Toyota “Built”

Rendered in mental ray 3.9 and Unified Sampling with motion blur.

The portion with the engine block being assembled was 2 hours a frame with motion blur at 1080HD

About David

I am a VFX artist that specializes in Lighting and Rendering. I spend a fair amount of my time supplying clients with artistic solutions as well as technology solutions. With a background in fine art and technical animation training, I strive to bridge the divide between the artist and technologist.

Posted on November 23, 2011, in maya, unified sampling and tagged , , , . Bookmark the permalink. 4 Comments.

  1. Nice commercial. What was the hardware configuration used for rendering?

    • The farm is heterogeneous. But typically it’s dual quad core machines with 8-12 GB RAM. Some are faster than others. Most companies will use a server farm of blades where each blade renders a frame. Since most renderers scale pretty well across cores, that’s generally the best performance. Distributed bucket rendering or DBR (Satellite) can be used for lighting and look development processes but is less efficient for single frames to render an animation.

  2. Great work man! Nothing to say other than that really.

    Were those BSDFs or mias? Did you have HDRIs to work from and if so did you go with the Builtin-IBL?

    • Mostly mia materials, although they do have a few of their own custom materials. None are BSDF right now. And HDRI with Final Gather. We’ll go over ways to eliminate FG flicker in the future.

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