Jump to content

samueleeckhaut

Members
  • Posts

    4
  • Joined

Personal Information

  • Country
    Belgium

samueleeckhaut's Achievements

Newbie

Newbie (1/14)

10

Reputation

  1. Hi, I rendered a sequence for 200 frames. First, I rendered the GI (IRR and LC) separately. Afterwards, I assigned these files for my final render. Eventually, everything went fine, but I saw there was a darker area in the top right of my color pass. (you can see the hard line on the white/red metal frame) If I looked to the IRR map with the IRRviewer, you can also see a darker area in the top right. Does anyone had this problem too? Sincerely, Sam
  2. Hi, I rendered a sequence, first the GI separately (IRR and LC) and afterwards the final render with the IRR and LC files loaded. Everything worked perfect, except that you can see a darker area in the color passes on my objects (right top corner, you can see the hard line on the white/red steel frame). First, I thought it was an object that this, but when I render just one frame, I don't have the problem. If a take a look to the IRR map, you can see the darker area also. Does anyone know how this could happen?
  3. Hi Chris and Casey, Thank you both for your replies. I questioned this issue also to Chaos Group and they answered me with the following: - keep size of the plane used for water surface as small as possible. => With high camera angles, I needed a bigger plane in this case; - Put a lot of segments on the plane like 1000x1000. => Like you said, Chris, you need indeed more segments. I thought that because VrayDisplacementMod did the displacement by itself, you don't needed more segments. But I understand know that this helps when you use "view-dependent" also ; - Increasing edge lenght => Depense how close you are to the waterplane; - When using 32bit Displacement like PhoenixFDOceanTex set shift to 0. => I had mine on -0.5; It reduced the compiling time 66% and also the frame rendering was reduced. About the 2D diffuse mapping: Chaos Group recommended the 3D mapping: "It requires that the object have valid UV coordinates. You cannot use this method for 3D procedural textures or other textures that use object or world coordinates." -
  4. I have long compiling time when I'm using a simple plane with a VrayDisplacementMod on it and a PhoenixFDoceanTexas displacement-texture (tangent mode). The compiling takes about 1min30sec for every frame (because the animation of displacement with the PhoenixFDoceanTex). - Is there any method to use and calculate only the surface the camera can see (like you have the option in iToo soft with vegetation)? - Or maybe other idea's to cut this time to it's minimum? PC stats: - double Xeon E52680 V4 2.4GHz - 64GB Ram - Windows 10
×
×
  • Create New...