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#1 (permalink) |
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Moderator
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I'm working on some light studies with 3DSMax7 and mental ray, I've used Max quite a bit but I'm pretty new to mental ray and I'm using this to get some experience. The model is an import from Sketchup of an interior, the materials palette is using mainly architectural and basic blinns, and the lights are mental ray area and spot.
I did some renders using global illumination and wasn't too happy with the light distribution so I turned on final gather and ran a test render, was immediately much happier with the lighting, but it introduced artifacting - values changing from bucket to bucket, so the whole thing comes out with a blocky gridding effect that shows up on the blinn surfaces (just basic material with color white, for background walls where I didn't need anything fancy). I increased filter which seemed to make it go away, but when I increased resolution it was back. Thought it might be a sample size issue so I tried more samples and smaller radius, which didn't help. Can anybody tell me what causes this kind of artifact and what I can do about it? |
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#3 (permalink) |
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Moderator
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Yes, it has a clipping plane. (It's an interior section-perspective and I was being lazy.) If I change the model so I don't need the clipping plane, would that help?
I've lost the render that had it, but if I se it again I'll post an image. (Re-creating that render would take a long time. It was 6 megapixels.) |
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#6 (permalink) |
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Moderator
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![]() I recreated it using a low-res render with a small bucket size. It's worse at higher resolutions, I think the strength of the effect is proportional to the image size / bucket size ratio. You can see it along the top of the wall in back in the left half, and all through the right half. (Also, I'm not going for photorealistic here, I think I've got the effect I'm looking for, but if somebody can explain why the back left corner is so well lit it would put my mind at ease.) |
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#7 (permalink) |
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Veteran Member
Join Date: Dec 2001
Location: San Francisco
Age: 35
Posts: 643
Name: Alex Bicalho |
You need higher number of samples on those buckets. Another option is to play with Radius both for GI and Final Gather.
Those are the only ways to solve it and they will likely increase your render time. |
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#8 (permalink) |
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Member
Join Date: Dec 2004
Location: USA
Age: 44
Posts: 33
Name: Tim Fairbanks |
If you are saving and/or re-using your Photon Maps (pmap) or Final Gather map/solutions, you need to re-process them to acommodate the higher resolution final render. The size of the Pmap and Fg maps are directly proportional to the size of your final render.
The blockiness you're getting may be the result of using low-rez, test render Pmaps/Fg maps for your high-rez final. Basically, it's like Shadow Maps: small maps are fine for small renderings, but the shadows get blocky at higher resolution because the shadow maps are too small. TimF |
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#9 (permalink) | |
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Moderator
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Quote:
I did fix it though. Well, not "fix" per se, I finally broke down and installed the 7.5 update extensions, and I'm not getting that problem any more - they've made some changes to the final gather algorithms, it's a lot smoother and a heck of a lot slower. |
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#10 (permalink) |
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Junior Member
Join Date: Jan 2005
Location: space
Age: 24
Posts: 3
Name: EU ME |
hmmm it's the smell mr. Anderson......
no just joking do not make things in max that can't be build in reality like 0 height/width things.... even e sheet of paper doesn't have 0 zero height..... and in max 7.5 USE HALF THE SAMPLES U WOULD USE..... it will still be better then mentalray 3.3 ..... hope this helps.... bye Last edited by samov; June 19th, 2005 at 10:42 AM. |
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| Thread | Thread Starter | Forum | Replies | Last Post |
| Mental Ray bucket problem | arkitekten | 3ds Max | 3 | October 26th, 2004 08:40 AM |