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Alyosha

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  1. Ok cool, I'm glad you got it working:-)
  2. Hey, in this case I'd say it's probably your ram. First check the dynamic memory limit - under vray settings tab check the dynamic memory limit assignment. If you have, say, 8 gigs of ram available all together you can probably set it up to around 5 GB. Also make sure you don't have instance overkill for the grass...do a test or two and see which number is still fine to get you what you need. This is specially important if you don't have that much ram available on your machine. And in the end; even though MScatter does allow incomparibly greater number of instances to cover a given area and render without any problems, you should know it's not omnipotent - if you want to cover a 10 square mile with 1000000000000000000000000000000000000 billion instances it will still crash your render because of the lack of available ram. Testing different scatter solutions for your specific machine will give you the best knowledge of how to set up your mscatter scenes.
  3. Probably by meticulous photoshop work, I used to do a lot of photomanipulation and you can do a lot...manually lighting the photos according to the light sources in the render for example...it just takes time:-)
  4. This is very odd lol, first time I see such a thing:-) If you upload scene somewhere I can take a look at it, i'm curious myself now....
  5. I've pretty much managed to contain this problem by using backgrounds that roughly match the background used in the composition and using unmultiplied TGA file. Also when doing videos, tools like after effects have advanced tools that allow you to trim off these kind of things without doing too much damage to the render.
  6. do you have ambient occlusion on? What happens if you place other objects as close to the ground as the center one?
  7. What julian said...if you intent to make any sort of an efficient use of vray I really suggest grabbing a video training or a book on it, it's the easiest way to learn. Alternatively analyze the help file:-)
  8. this looks an rpc issue more than render issue to me? Can't really help you that much since I rarely use rPC:-(
  9. Actually I've gained some experience with multiscatter since then...as far as I've gathered by now, two things are important with multiscatter that may cause it to crash - the type of model you use as an instancing model and the sheer number of instances that may cause RAM problems. Using very complex models like evermotion trees or somesuch in thousands or even only in hundreds has caused my mscatter to crash repeatedly, replacing them with models like "itrees" and "igrass" worked perfectly, supposedly those models are somehow optimized for use with multiscatter. I'm not sure why it sometimes (in my case often) crashes with your normal models though. Second issue can be sheer number of objects used by multiscatter, despite the marketing, multiscatter doesnt allow you to go into gazillions of instances completely unpunished. Specially in complex scenes where other objects may already burden your RAM, it can very easily cause a crash during the render itself (usually during LC calculation), so try looking into that as well. Anyway, those are just my observations up to date, hope it helps.
  10. Never mind, I figured it out........I was being stupid and had physical camera white balance settings messed up, so all white materials would come out yellowish at best.....
  11. Hey, thanks for the tips, but I was using refr all the time...even glossy refraction and still it produces grey panels not white, even tho i'm using 255 white mat......:-( i've tried the light mat+blend mat and it's a bit better but i'm having problems retaining the desirable level of transparency this way... tried translucency but even though my scene is physically correct and i've assigned proper depth to the material it doesnt work at all:confused:
  12. I'm having difficulties tryint to simulate the semi-transparent white polycarb panels as seen here http://www.sepitalia.com/cmscontent/gallery/images/111_20110904_150656_20.jpg I find it impossible to retain this kind of vibrant whiteness in a semi transparent material, it usually just goes grey or something. Any ideas of how to go about this challengE?
  13. Hey, having an odd problem, at home I have two machines, hexa intel and a node, hexa amd...everythings works perfectly more or less with the exception that one of the threads on AMD node seems to take forever to render it's block....actually, past couple of test renders it just got stuck on a single block of IR precalc for like 5 mins after every other thread was finished... any ideas?
  14. Well, by turning off render to frame buffer you should save some ram but you'll still be running out for the render if you use world scale, this trick is only to be used when you're running out of ram by a small margin or something. Just use screen scale (with fly through mode) for your exterior renders, works just as well. And do every 5th-10th render for the ir map precalc (usually I use every 10th for exteriors, do a test with first 50 frames or so and see if you get a splotchless render, otherwise, make it more often)
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