Fun with shaders and composite test

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I'm using Mr exp cont. with a setting of about 13 or 14.. gotta check the exact number when I get home.
Tron, What are the settings of the exposurecontrol?
Can you post a screenshot of your indirect illumination render tab? What are you approx render time for the last img? (dual core, quad core ?)
I'm currently on my work computer so I can't get you a screen shot untill I get home to the laptop, but the settings are simple: 1 - no GI 2 - fg set to medium default with 3 diffuse bounces 3 - trace depth: 6 4 - max reflect: 4 5 - max refract: 4 Tom: I've been doing some research and I think you are right about cranking the portals to 256. Many memebers on this forum have solved similar issues with this solution. Trying that as soon as I get home. Also, Its painstakingly slow to render when I start applying complex materials to the scene. Good thing I'm getting a beast workstation speced out this week.. if anyone has suggestions for building a dedicated render machine please advise. Currently I'm using a 4-year old Dell XPS (core 2-dual 2.5ish w/ 4gigs of ram / 32 bit / nvidia gtx go 7*** series I think.. can't really remember specifics, but its slow compared to my work computer and actually most workstations today).
If increasing the shadow samples on the sky portal doesn't work My guess is that it's an issue with the material shader itself.
Are you using an MR Sky Portal?
Yep. Sky portals on all openings.
mr skylight Portal shadow parameters make at least 256.
Can you post a screenshot of your indirect illumination render tab? What are you approx render time for the last img? (dual core, quad core ?)
Are you using an MR Sky Portal?
Thanks for the reply Stephane. I'm using the composite material with a yellowish matte a+d shader as my base and a purple standard shader (check the wire parameter to make the mesh look). To try to solve the white speckles issue I have already: 1 - increased the glossy samples on the a+d shader 2 - taken my frame buffer from 32 to 16 3 - made all of my lights invisible to render 4 - blurred my horizon line any other suggestions?
Hi, I like the comp. For the first img, how do you comp the matte shader and the wire? In post? For the last image, it could be better to see the background image through the window upstairs. Concerning the speckles issue, perhaps you can raise the reflections glossy samples.
Another update. I'm having some issues with the a&d shader. Those white speckels are back. I think I have to up my samples on the sky portals. Still have lots to work on. Any suggestions? [ATTACH=CONFIG]41836[/ATTACH]

Here's another. trying to get the lighting right. I have a photographic reference that I'll eventually scan and post. More materials comming soon. P.S. all done on a laptop... who says MR's slow? [ATTACH=CONFIG]41808[/ATTACH] [IMG]http://forums.cgarchitect.com/images/misc/pencil.png[/IMG]

some materials...[ATTACH=CONFIG]41791[/ATTACH]