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Interiors are still noisy in max2008


sergo
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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.

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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.

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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.

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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.

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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.

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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!

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