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djohnson129

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  1. I found the problem! After a day of troubleshooting it turned out to be the curtain material in the room NEXT TO the room I was rendering. Apparently that somehow affected the rendered room, maybe through the doorway. I dont know exactly wat the issue was but I just cleared and created a new material for the curtains and the error went away.
  2. Hello, I am working on an entire home project and for some reason when I do a render in this certain room I am getting this error, and it comes up after final gather, when the render is going on. You'll also notice a blip in the render itself. I cannot figure out what the problem is, if anyone can help it would be greatly appreciated as this project is due in March. PHEN 0.6 error: A ray encountered an invalid color (NaN), using black instead.
  3. I can ser what u mean by the orange being too saturated. I did that in photoshop to help it look more like its sunrise. On my next day of ill work on varying the book textures and post an updated render!
  4. I took your suggestion and added the sun! I do think it looks better, and I also made a few minor additions you might notice. Let me know how it looks and anything else I can work on! Thanks again!
  5. Studio/Institution: Personal Genre: Residential Interior Software: 3D Studio Max 2010, Mental Ray Description: Hello hello, Here is just about the final render of my project. I personally think the window area needs some improving, but I really don't know what I can do to achieve a more realistic light boom. The render you see has the window area duplicated and set to Screen in Photoshop; if you have a better technique I'd love to learn it pleease! Otherwise let me know what else I could improve on Thank you! -David
  6. This looks killer! I think the leaves look great as they are; the radial blur or whatever you did helps keep the center of the image focused and the leaves not so much. With that said, it makes it easier to tell the tree in the front yard is an image and the house doesn't blend in toooo well with the background. I really wouldn't know how to improve that though. But awesome job!!
  7. Studio/Institution: Personal Client: N/A Genre: Residential Interior Software: 3D Studio Max 2010, Mental Ray Website: http://N/A Description: Here's my latest and first project in over a year! Let me know what could be changed and improved on! Thanks! -David
  8. The entire room looks a bit too large for the furniture. Try selecting all the furniture and just scaling them up a little bit and post another render! I really like the color scheme and modelling! -David
  9. So here's what I think looks better... Does the GI look about right? What do you guys think?
  10. Thank you Tom, Would you be able to post a render showing a proper GI sample radius? I have always thought that being able to see the GI photons was correct, however now that I am playing with it I'm not so sure. Thank you, David
  11. So the anti-noise setting was already set to Standard, I set it to High but didn't see a noticeable difference. Now about the portal light... I was following this tutorial regarding the lighting for my scene- http://www.3dtotal.com/tutorial/3d_studio_max/architectural_visualization_rendering/architectural_visualization_04.php -and according to that guy, it was better to disable the mr Sun when using a portal light, which I guess mean the daylight system is only being used for the mr sky? So maybe I can ask you this now, is that normal to disable the mr sky when using the portal? Now in this render I bumped up the intensity of my lights. For some reason having the portal light at 2.0 was not enough, so I bumped it to 6.5. Doing this seemed to have helped the blemishes. I am wondering if there just wasn't enough light coming in the room? Please let me know about the mr sun thing. I don't want to screw up this or other projects just following one guy's recommendations. Thanks!
  12. Thanks! I will try both of your ideas tomorrow. I just went through all the materials and found that the ProMaterials had a hidden sampling for glossy reflections I didnt see before! I bumped that up to 96 and it seems to have helped a little. Here's what it's at now:
  13. Here is a render of just that side of the room. I did change the render settings to a higher quality and still the blemishes appear, it has to be an issue with the shader... Also ignore the blotches in the corner of the ceiling/wall. I accidently put the maximum GI photon radius to 1" in this render.
  14. Hello, I'm finally getting back into arch. viz. after just getting Max 2010! This is my first project I'm working on and here is the first problem I need help with if you don't mind: After doing a preliminary round of materials for the scene and rendering, I find blemishes all over the left side of the room (although there are plenty on the ceiling, floor, and other areas). I have AO turned on multiple materials with samples at 64 for all, and for my two desk lights, portal light, and daylight I have shadow samples for 256 for all. I also have glossy samples set to at least 32 for anything with glossiness. I am just stumped because after increasing all of these to where they are now I see see the blemishes D: Mental Ray settings are all stock with FG set to medium and GI photos up to 1000. I didn't think the blemishes would be caused by any render settings, would they? Attached are photos of the scene with a material override and with materials. Thank you in advance, let me know if you need any other info. -David *ignore the ugly background image
  15. Just found this- http://forums.cgarchitect.com/30515-confusion-vray-prepass-2.html Thanks!
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