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Old May 6th, 2008   #11 (permalink)
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Default Re: What In The World Is Causing This?

Quote:
Originally Posted by daveb867 View Post
... assign a blackbody shader to each sky portal and then they become area lights with kelvin temperature controls...

How do I get/find the blackbody shader? I did a search and found a tip on Autodesk's AREA site saying it is native to 3dsMax and directing me to the base.mi file to remove its "hidden" status by placing a # in front of the "hidden" within that file. But following those directions didn't change anything. The blackbody shader is still not available to me.

How can I access it?

Thanks.
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Old May 6th, 2008   #12 (permalink)
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Default Re: What In The World Is Causing This?

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Originally Posted by cferman View Post
Try turning off your physical sky and then matte the two images together. Having physical sky on in the environment usually always gives me spikes like that somewhere...

I've tried deleting all lights (including daylight system) and still get artifacts. I've even saved all my objects to a new file - to completely bypass any side-effects of having had a daylight system in the scene, and still get the artifacts.
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Old May 6th, 2008   #13 (permalink)
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Default Re: What In The World Is Causing This?

Okay, by turning on Fast Interpolate for my materials I've been able to achieve the following result. Not 100% free of artifacts, but a heck of a lot better than before. Glossiness samples still set to default (8). I tried much higher (36), but didn't see any difference. Still using area lights with area shadows (couldn't assign blackbody shader to light portal). and have illiminated the Daylight.
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Old May 6th, 2008   #14 (permalink)
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Default Re: What In The World Is Causing This?

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Glossiness samples still set to default (8). I tried much higher (36), but didn't see any difference.
Hehehe, you think 36 samples is high? That can be a drop in the bucket when speaking of clean/glossy reflections.

I posted some info on A&D samples in my blog last year that you may find helpful:
http://jeffpatton.cgsociety.org/blog/archive/2007/4/
But it's mostly the same thing that's already been discussed here..except it has some pretty pictures with it..lol.

Something that hasn't been mentioned yet (that I saw) is the mia_envblur shader. If your objects are reflecting an HDR environment (kinda looks like may be), then you may want to see this post on Zap's blog:
http://mentalraytips.blogspot.com/20...lur-gloss.html
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Old May 6th, 2008   #15 (permalink)
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Default Re: What In The World Is Causing This?

Just thought of something, are you using the brushed metal preset? If so remove the bump map or swap it out for something else.

jhv
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Old May 7th, 2008   #16 (permalink)
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Default Re: What In The World Is Causing This?

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Hehehe, you think 36 samples is high? That can be a drop in the bucket when speaking of clean/glossy reflections.
Well, actually I did try 200, but the render time was too ridiculous for me to even continue the experiment.


Quote:
Originally Posted by pixelperfectg View Post
I posted some info on A&D samples in my blog last year that you may find helpful:
http://jeffpatton.cgsociety.org/blog/archive/2007/4/

You mentioned using Interpolation to "balance the smoothness and render time". Which Interpolation were you refering to? The interpolation within the materials, the F.G. interpolation, or perhaps some other interpolation value?

-ALSO- Can someone please help me access this "blackbody" shader for use with the light portal?

Thanks.
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Old May 7th, 2008   #17 (permalink)
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Default Re: What In The World Is Causing This?

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Which Interpolation were you refering to? The interpolation within the materials, the F.G. interpolation, or perhaps some other interpolation value?
The A&D reflection interpolation option. BTW, you can click on those small thumbnail images for the larger image that shows the settings I'm referring to.

Quote:
Originally Posted by renderhaus View Post
-ALSO- Can someone please help me access this "blackbody" shader for use with the light portal?
Oct. 20, 2007 blog entry:
http://jeffpatton.cgsociety.org/blog/archive/2007/10/
and
Dec. 24, 2007 blog entry:
http://jeffpatton.cgsociety.org/blog/archive/2007
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Old May 7th, 2008   #18 (permalink)
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Default Re: What In The World Is Causing This?

Thanks Jeff. But I'm still getting the same results, even with the same settings you're showing. There must be other variables at play here.

Last edited by renderhaus; May 7th, 2008 at 10:32 AM.
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Old May 7th, 2008   #19 (permalink)
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Default Re: What In The World Is Causing This?

Okay... One more question.

I've managed to get the blackbody shader applied to my light portal (which I am using as a single light source from my ceiling). But now Everything above the portals elevation is completely black. So instead of being able to see the corrugated metal deck above my steel joists, all I see is blackness. What gives? What do I need to adjust on the light portal allow the camera to see beyond it?
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Old May 7th, 2008   #20 (permalink)
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Default Re: What In The World Is Causing This?

3rd time's a charm...

I changed my areas to points and took the mr Physical Sky out of use in the background Environment Map (left over after Daylight deleted).
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