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#21 (permalink) |
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Member
Join Date: Feb 2006
Location: Pretoria
Posts: 40
Name: Pieter Swart |
try calculating fg on draft, on a a4 of 72dpi, and then on 300dpi, using a semi complex to complex scene and you'll see why. i do it for render speed, but also so keep the correct size of the fg solution on a larger scale with very little change in quality
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#24 (permalink) | |
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Senior Member
Join Date: Aug 2006
Location: Dublin
Posts: 269
Name: Thomas Burns |
Quote:
But first You also have to unlock the proceural shader (subset of scene) in your ini file it is a hidden shader have a look here. http://www.lysator.liu.se/~zap/pd/unhide-max.html It is well worth doing this there are lost of hidden shaders but this ones a gem Enjoy!! |
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#26 (permalink) |
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Member
Join Date: Feb 2006
Location: Pretoria
Posts: 40
Name: Pieter Swart |
here we go again, cam 2.... delete both fg and gi calcs, changed the exposure to compensate for light changes, and recalculated the fg again, and its artifacting like the 1st image again...
i have now switched of both fg and gi and i'm just using the exposure controll to render out the image, its looking ok, but it has to do, cause my time is up... i will post as soon as it finishes |
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#27 (permalink) |
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Member
Join Date: Feb 2006
Location: Pretoria
Posts: 40
Name: Pieter Swart |
ok well this makes no scence, i tried something, i moved the camera i used in scene 1, onto the position of cam 2, recalculated the fg, and its perfect?!?!?!?
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#30 (permalink) |
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Veteran Member
Join Date: Jan 2005
Location: Brisbane
Age: 33
Posts: 1,366
Name: Justin Hunt |
You can render two different camera angles to the same FGM, as long as they are in different possisions. The photon map is view independant so you only need to calculate it once for both cameras, so long as the are no changes in the scene.
The grainyness could be down to either low AO samples or low reflection glossie samples. One a side note check the scale of the people, they are huge. JHV |
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