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Old October 27th, 2004   #1 (permalink)
Ras
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Default Mental Ray / Final Gather / Buckets problem

Hi Everyone

I am teaching a Viz Class at my former school and have run into this problem that I´m unable to solve.

Whenever I use final Gather on an interior view I tend to get problems with the buckets showing up in the final rendering. I´ve definately tried upping the FG samples but it doesn´t really help.

My colleague Allan (AKA "Architect" in here) posted in the Max forum yesterday but we are working on Viz at the school so I thought I´d post here and show an updated piccy.

we were trying to not use too many lights in the scenes for educational reasons but now we have conformed to the need of using area lights instead of just a skyligt.

I´ve uploaded a revised scene and rendering to show the problem. I´d really appreciate your advice on this.
This is a project of one of the students. It has been particularly hard to get around because of the very few windows in the room.

Thank you very much
Attached Images
File Type: jpg lisa-buckets.jpg (92.3 KB, 137 views)
Attached Files
File Type: zip Sommerhus3-area lights.zip (70.7 KB, 30 views)
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Old October 27th, 2004   #2 (permalink)
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Default Re: Mental Ray / Final Gather / Buckets problem

Hi Ras,

This could be an issue with enabling manual clipping on the Camera. Is that the case here? I think I've had success creating an FG map in a view without clipping and reusing it in a view with camera clipping.
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Old October 27th, 2004   #3 (permalink)
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Default Re: Mental Ray / Final Gather / Buckets problem

<ditto. Manual camera clip is the cause.
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Old October 27th, 2004   #4 (permalink)
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Default Re: Mental Ray / Final Gather / Buckets problem

Your hardware migh be reponsible for the problem. I just downloaded your attached file and rendered in on my computer. It works just perfectly fine.

( i only reduce the number of photon to 200 and click preview in FG in order to save time).
Definitely the problem is not because Camera Clipping

AUVN
(nice space and very clean model)


how can I upload image on the thread????

Last edited by auvn; October 27th, 2004 at 10:18 PM.
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Old October 27th, 2004   #5 (permalink)
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Default Re: Mental Ray / Final Gather / Buckets problem

<here's the thread b4. maybe similar problem http://www.cgarchitect.com/vb/showpo...85&postcount=7

<and here is your scene without cam clip. 1 wall & ceiling hidden.
<I also hid glass for faster render.
Quote:
Originally Posted by auvn
( i only reduce the number of photon to 200 and click preview in FG in order to save time).
Definitely the problem is not because Camera Clipping

how can I upload image on the thread????
<just post reply,go advanced then click the manage attachments tab.
<would love to see what you have because i believe you will not get good results with preview in FG.
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Old October 28th, 2004   #6 (permalink)
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Default Re: Mental Ray / Final Gather / Buckets problem

Hi guys

Great advice! Wouldn´t have thought of it if you hadn´t pointed it out. Thank you.

What do you do if hiding part of the geometry is out of the question? I know that its easy to detach parts of a mesh to an individual object and hide it from the camera - but is there another way?

Again - thank you very much!
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Old October 28th, 2004   #7 (permalink)
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Default Re: Mental Ray / Final Gather / Buckets problem

Quote:
Originally Posted by Fran
.... I think I've had success creating an FG map in a view without clipping and reusing it in a view with camera clipping.


<Ras, you can try this.
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Old October 28th, 2004   #8 (permalink)
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Default Re: Mental Ray / Final Gather / Buckets problem

Yeah - but how does FG work - does it calcultate a solution for a room even if it is hidden from the camera? I mean if I don´t hide the wall that I want to near-clip in front of, then I don´t suppose MR calculates the light behind that wall?
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Old October 28th, 2004   #9 (permalink)
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Default Re: Mental Ray / Final Gather / Buckets problem

<hey, havent't tried that too. Let's ask Fran.
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Old October 28th, 2004   #10 (permalink)
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Default Re: Mental Ray / Final Gather / Buckets problem

You can just try creating a camera without manual clipping and get it inside the room. It doesn't have to look pretty. Then do the final render from your clipped camera re-using the fg map. As far as I know, the fg map is view independent. It's just something you'll have to experiment with.

This is a known issue, but it's hard to say whether it is a bug with mr or the max camera - or whether it can even be resolved.
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