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anthonygugliotta

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  1. Yes, that's the one I read. Definitely makes it easier to understand DMC.
  2. Okay, I think I may have been able to figure something out. I think this has to do with the relationship between material subdivisions and max subdivisions within the DMC sampler. Before, I would increase the DMC max subdivisions and the quality went down which didn't make sense; however, If I understand correctly the relationship between min and max subdivisions is just a ration or fractional value of the subdivision value set within my material. I found that if I keep my adaptive DMC at min 1 and max 4, and then boost my material's reflections subdivisions to 256 I get a near-flawless result. Still looking into this.
  3. Still having major problems with this. Any help is appreciated! Edit: here are some low resolution render passes of my reflections and vray lighting. All the other passes are virtually noise-free.
  4. Both are set to metric. I've tried multiple methods, including the workflow suites both into a new file, and existing max file with units already set up. I ended up using max to import because the "combine by material option" was not working from within Revit. If I knew my project wasn't going to change I would have imported and UVW mapped everything, but already I've needed to add things like ceiling lights, modify doors etc, so importing kind of scares me. I tried the xform modifier; however the texture mapping retained its size relative to the geometry. The map scalar modifier is very slow when you edit or apply it; especially since I applied a single instance to all my objects rather than applying it to each individually. I guess I could also apply a UVW modifier with a scale of 2.54.
  5. I've attached an image of the view in question along with snapshots of my "High-Quality" render settings. I'm having difficulty reducing noise, particularly on dark objects with glossy reflections. As you can see the rest of the scene is quite clean thanks to the boost in Image Sampler Settings (Max Subdivs = 6) and a reduction in the Noise Threshold (0.005) My problem is that the window frame (and even the side of the couch) is quite noisy. I've attempted lowering my noise threshold to 0.001, as well as increasing my image sampler subdivisions to 12 without noticeable improvement. The material settings for my window frame are: (2,2,2) diffuse colour (0.7) glossy reflections w/ 32 subdivisions I also tried boosting the frame's material's subdivisions to 128, and the noise actually got worse; the contrast between the light and dark pixels increased! I did a test with the Global subdivs multiplier cranked to 4; the results were better but the rendering time was exponentially longer, and the frame was still noisy. I am using a Vray Dome to light my scene, and I've already cranked it's subdivisions to 32. This reduced the overall noise in the scene, but the frame remains a problem. I'm not sure how to fix this? Edit: I just realized the image uploader adds quite a bit of compression. The noise is much more noticeable on the original image.
  6. Not to hijack the thread, but how do you guys go about re-texturing for Vray? I'm working in metric units (meters) in 3DS and find that my "real-world-scale" textures made with vray map onto my linked revit model as imperial units; effectively making my maps 2.54x smaller than they should be. The only way I've been able to solve this so far is apply a "Map Scalar" modifier which resets the texture mapping scale of my model. My guess Is since Revit operates internally in imperial, it is effectively linking my model and then scaling it to the correct physical dimensions by scaling up by 2.54, but then my texture maps get left behind and are not scaled properly. Thoughts?
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