Jump to content

Night scene with 3ds max and MR


whoodt
 Share

Recommended Posts

Hi guys,

 

This self-learn project is killing me. I've got this house in a night scene, with no texture. I'm trying to make it look more stylish than real, but certain things are looking so unreal that I cant stand. I've been experimenting with MR settings for weeks, but progress is slow and every render is like 12 hours+. So here are my problems:

 

1) Why do things look like they're glowing so easily? See the stairs and the shelve where the TV is on. The material is a DARK brown, but here it's bright red.

 

2) The walls and ceiling, especially the kitchen (bottom Right), the bedroom (top right) have these nasty grey dots in supposedly shadowy places. (same with the ceiling above the dinning table). I suspect it's my GI settings??

 

3) Whenever there are overlapping panes of glass in the line of sight, there are white dots, like tiny bubbles.

 

The model is built to scale (it wasnt before, but I scaled everything up). Here's my setting in MR:

 

Render size: 1000 X 705px

Sampling Quality: Mitchell Max 16, Min 4

Raytrace Acceleration: Large BSP, size 10, Depth 40 - Trace depth 17 (Refl 10, refr 10)

Caustics: OFF

GI: Max Num Photons/Sample : 3000

Volumnes: off (Dont even know what it is)

Trace Depth - 25 (Refl:14, Refr: 14)

Ligt Props: Aver GI/Light: 200000; Global Energy Mult.:280; Decay: 2

 

Final Gather: On

Samples: 200; Radius: 20px; Filter:1

Trace Depth: 18 (Refl:10; Refr:10)

Falloff: Start: 450; Stop: 700

 

PLEASE HELP!!!

Link to comment
Share on other sites

I think what is going on here is your trace depth of 18 for FG and 25 :o for GI. That is very high Thus your colors are bleading. This will also increase your render time greatly. Lower it, real world is around defaults 6,6,6 ish looks like you dont really need to get light in to deep places so no need to crank these settings for this image

 

Also your Radius for FG is incorrect, this is why your getting blocky, patchy corner shadows. Try 4 px and up your samples to 400 (but I dont really know about this, I always used world sizes here, its easer (once you understad it to size it up correctly)

 

Also your reflextions and refraction are very high, also kills render times.

good luck, I think the image has potential.

Link to comment
Share on other sites

Thanks. I didnt have a clue on what the 3 separate trace depths on GI, FG, and Raytracing on the rendering windows really meant, I cranked all of them up because I thought if I didnt, the window glass will be blocking light (and I think that's true with the raytrace (refract) setting

 

I find tho, with FG sample radius so low and size so high at 400 (I'm on MR 3.4) my computer crashes, or it's taken 15 hrs to render 20% of the image.

 

I'll post a new image once I'm done. thanks.

Link to comment
Share on other sites

Oh I also checked the sample radius of GI to 60inches..cos I read that the default (unchecked) setting is 1/10 of the entire scene...and I guess that means it's the entire width of my ground plane and inverted sphere...and that's way huge.

 

Do you think my setting of 60in is appropriate?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...