Sindala Posted May 9, 2006 Share Posted May 9, 2006 Hey, I have been working with fr on a project and i think i am beginning to like it. It does have it's quirks and crashes every now and then, but i am beginning to 'feel' them coming up. What i am seeing at the moment is these weird black spots where it should be white as you can see in this picture. No big problem as i can just shop it out, but does anyone know what's causing this? Link to comment Share on other sites More sharing options...
STRAT Posted May 9, 2006 Share Posted May 9, 2006 just a flyer, but whats the main ground? a modelled plain/mesh or a floor object? Link to comment Share on other sites More sharing options...
Sindala Posted May 9, 2006 Author Share Posted May 9, 2006 it's just a big polygon with a floortile texture. Can't show the whole picture, sorry. I also checked my vectorworks model, to see if there may be double poly's but there are none, the geomerty is oke. Link to comment Share on other sites More sharing options...
STRAT Posted May 9, 2006 Share Posted May 9, 2006 it's just a big polygon with a floortile texture. ah. no probs. thought i'd ask as sometimes just using the floor object instead of a mesh gives strange render artifacts. not that then. does the same happen in the AR or just FR2? Link to comment Share on other sites More sharing options...
Sindala Posted May 9, 2006 Author Share Posted May 9, 2006 nope, just with fr as far as i know, ill do another test later today. Link to comment Share on other sites More sharing options...
Matt Clementson Posted May 9, 2006 Share Posted May 9, 2006 Can't say for sure but it looks like a geometry problem - its too regular to be GI artifacts. Link to comment Share on other sites More sharing options...
Sindala Posted May 9, 2006 Author Share Posted May 9, 2006 Can't say for sure but it looks like a geometry problem - its too regular to be GI artifacts. It sure look like it, but i checked the model and i cant find anything wrong with it. I did a closeup shot and now the problem moved to the right, you can see it on the horizontal windowframe, it's all black now. Could it have something to do with my anti aliasing settings, i changed the standard filter width and height from 1,5 to 0,8 to get the output sharper. I'll give it a go at 1. Link to comment Share on other sites More sharing options...
Sindala Posted May 9, 2006 Author Share Posted May 9, 2006 ^ that's not it. i changed it to 1, 1,2 and 1,5 all the same. guess i'll be shopping them out. Link to comment Share on other sites More sharing options...
4DM Posted May 9, 2006 Share Posted May 9, 2006 Just a long shot - try subdividing the window frames by a factor of, say, 2? No FR here, but v. rarely I get odd render artifacts in C4D, esp. from imported VW objects. Subdividing seems to cure it. D. Link to comment Share on other sites More sharing options...
Sindala Posted May 9, 2006 Author Share Posted May 9, 2006 Just a long shot - try subdividing the window frames by a factor of, say, 2? I'll give it a try tonight sounds like it could work. i remember from my old strata days that very long and narrow poly's could go a bit odd. right now i have to get them to the architect to have then commented. Link to comment Share on other sites More sharing options...
DA_hook Posted May 10, 2006 Share Posted May 10, 2006 why not trying with other filter type of AA? for example catmull rom 1.1 - 1.1 Link to comment Share on other sites More sharing options...
Ernest Burden III Posted May 10, 2006 Share Posted May 10, 2006 I wonder if 'exit color' is involved? It seems to be the color the engines assignes a pixel if the rays 'escape'. Maybe not, but try changing the exit color to a 50% gray or white and see what happens. Link to comment Share on other sites More sharing options...
belushy Posted August 19, 2006 Share Posted August 19, 2006 set the gi max rate to 1 also removing phongshading angle restriction helps sometimes Link to comment Share on other sites More sharing options...
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