sergo Posted November 24, 2007 Share Posted November 24, 2007 I'm trying to use Sky Portal in simple interior scene, but FG solution is still noisy, like in max9... I've tried different FG parameters but noise is still there. Only solution I've found is to increase "Interpolate Over Num. FG points" parameter, but in this case picture becomes flat, washed out, with very little details in shadows... I've tried increasing FG points and rays but couldn't get the picture like in feature video from Autodesk. In that video they're using "Draft" preset for FG and they have not any FG noise on the walls. I've putted SkyPortal in windows, choose correct direction, putted Daylight, photographic exposure control... Am I doing something wrong? One of my tests in attachments: Thanks. Link to comment Share on other sites More sharing options...
sergo Posted November 24, 2007 Author Share Posted November 24, 2007 This is what I've reached by tweaking FG parameters... FG Density - 1.0 FG Rays - 250 Interpolate Over - 100 Diffuse Bounces - 2 And render time is 30min on the Core2Duo 2.6ghz! Isn't it too much for this kind of scene? It's not a problem for me to render this scene with Vray, but I've decided to give Mental Ray a try and decided to render one project with him. Mostly because of Arch&Design material and some other MR tricks, like shaders, good Hair support (for carpets) and so on. But for the first time I really need to get normal quality picture in this simple environment. I hope people from this forum help me to achieve results of decent quality. Link to comment Share on other sites More sharing options...
kippu Posted November 25, 2007 Share Posted November 25, 2007 yes that would be a great idea...if you can post the scene and let them take a look and teach us Link to comment Share on other sites More sharing options...
sergo Posted November 25, 2007 Author Share Posted November 25, 2007 Thank you! Here's the scene! Link to comment Share on other sites More sharing options...
Justin Hunt Posted November 25, 2007 Share Posted November 25, 2007 Havn't downloaded the scene, the noise looks like its coming from the skyportal rather than FG. Increase the skyportals shadow samples. Unfortunaly it will increase the rendertime sightly. JHV Link to comment Share on other sites More sharing options...
sergo Posted November 26, 2007 Author Share Posted November 26, 2007 No no, I'm not about this kind of noise, not about noise from sky portal shadows. I'm about FG noise, it is shown on the first image. Link to comment Share on other sites More sharing options...
sergo Posted November 26, 2007 Author Share Posted November 26, 2007 Thank you, Bri! So, the interior must not have an openings whithout Sky Portals at all? I didn't think about it, thank you, may be it helps. Will try today evening. I didn't fully understand part about "aerial perspective". Could you explain this, please? Sergo. Link to comment Share on other sites More sharing options...
sergo Posted November 26, 2007 Author Share Posted November 26, 2007 Ok, now I've understood your remarks. My point is to get decent quality picture in normal rendering time, e.g. with FG setting not so high and without FG noise. Will keep trying. Thank you! Link to comment Share on other sites More sharing options...
sergo Posted November 26, 2007 Author Share Posted November 26, 2007 FG Density - .5 FG Rays - 100 Interpolate Over - 30 Diffuse Bounces - 2 And render time is 10min on the Core2Duo 2.6ghz! Isn't it great?! Ok, just in comparison with the first postings Even shadow noise became less visible and FG splotches nearly disappeared! So what I've done: 1. change one wide sky portals by two separate instances, and put them exactly to windows' frames. I think it's main reason. 2. close all openings from that room to the open space 3. don't know what it means exactly but Brian Bradley pointed me to this - so I've decided to uncheck "aerial perspective" checkbox. Thank you very much for helpful comments guys! It seems I'll continue to work with mental ray for this project. Link to comment Share on other sites More sharing options...
kippu Posted November 27, 2007 Share Posted November 27, 2007 good job sergo Link to comment Share on other sites More sharing options...
MasterZap Posted November 27, 2007 Share Posted November 27, 2007 Yes, closing off all openings with portals is important to get rid of all the "fg blotch" problem. The "fg blotch" problem comes from when very few fg rays hit something über-bright.... mr works less well then (unless you turn up your FG to insane levels). Also, try to put your portals in as exactly into the windows as possible, any slack will just yeild noise (since it will be 'points that are in shadow'). The main feature of the portals is that if they are completely un-shadowed, their lighting is completely smooth and noise free. If you place them in the window such that there is a high risk for shadows, it is also a high risk for noise. The addition to this scene, I would turn on the AO in all materials, maybe with the new 2008 "Exact AO" mode for that "perfect" look with every single detail coming out perfectly. /Z FG Density - .5 FG Rays - 100 Interpolate Over - 30 Diffuse Bounces - 2 And render time is 10min on the Core2Duo 2.6ghz! Isn't it great?! Ok, just in comparison with the first postings Even shadow noise became less visible and FG splotches nearly disappeared! So what I've done: 1. change one wide sky portals by two separate instances, and put them exactly to windows' frames. I think it's main reason. 2. close all openings from that room to the open space 3. don't know what it means exactly but Brian Bradley pointed me to this - so I've decided to uncheck "aerial perspective" checkbox. Thank you very much for helpful comments guys! It seems I'll continue to work with mental ray for this project. Link to comment Share on other sites More sharing options...
sergo Posted November 27, 2007 Author Share Posted November 27, 2007 I didn't know about Exact AO. I've really liked simple AO in Arch Material, so Exact AO would be just super This scene will include many small details, it will be a classic interior so I'm looking forward to AO Thank you Zap! Link to comment Share on other sites More sharing options...
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