Dave Oliver Posted January 3, 2008 Share Posted January 3, 2008 this is sort of a continuation of my other thread. fill size irradiance map QMC secondary bounces subdivisions:150 samples:75 passes: -3 to -1 everything else default i think is it better to render a half-size map of better quality than full size one? Link to comment Share on other sites More sharing options...
pyang Posted January 3, 2008 Share Posted January 3, 2008 try pass -5,-4 you will lose some detail but image would be smooth, no blotchy. this is sort of a continuation of my other thread. fill size irradiance map QMC secondary bounces subdivisions:150 samples:75 passes: -3 to -1 everything else default i think is it better to render a half-size map of better quality than full size one? Link to comment Share on other sites More sharing options...
Ricardo Eloy Posted January 4, 2008 Share Posted January 4, 2008 I personally don't like this approach. Using such low settings will give you a terrible GI solution, and the case here is to increase quality. IMHO, using -5,-4 is almost like using nothing at all. First, take a close look at your materials. Make sure they are all VRayMatl (not standard and, especially, not raytrace). Then, take a look at the lights and their subdivs. If everything is fine, try changing things to: IrrMap - Low, with Hemisph.Subdivs at 60 and Interp. Samples at 40 (it's just a test) LightCache instead of QMC, using 500 and 0.02 (screen). Also, check your QMC Sampler settings and make sure they're default (0.85 and 0.01). Render and see what changes (and call us in the morning ) Link to comment Share on other sites More sharing options...
Dave Oliver Posted January 4, 2008 Author Share Posted January 4, 2008 ok, im ready for the next step. to follow your instructions i had to remove the self illuminating standard materials that were acting as lit up screens. i have not created that kind of texture in vray before. thanks for walking me through this Link to comment Share on other sites More sharing options...
Ricardo Eloy Posted January 4, 2008 Share Posted January 4, 2008 Self-illuminating materials (even VRay's LightMatl) can cause this kind of blotchiness. I use the very little because of that. Link to comment Share on other sites More sharing options...
DennisHolland Posted January 4, 2008 Share Posted January 4, 2008 After adjusting lighting/mats, adjust you're camera for a nicer look. The scene is too nice to render with this settings. Link to comment Share on other sites More sharing options...
Dave Oliver Posted January 4, 2008 Author Share Posted January 4, 2008 so i can i have a material that that is uniformly, brightly illuminated so it looks like a screen? and does anyone have a recommendation on how much i might want to increase my rendering settings without going way overboard like i tend to do? Link to comment Share on other sites More sharing options...
Fran Posted January 4, 2008 Share Posted January 4, 2008 For self-illumination without actually emitting light, apply your vraylight material to the object, then right-click the object and uncheck Generate GI from Vray object properties. Link to comment Share on other sites More sharing options...
Dave Oliver Posted January 4, 2008 Author Share Posted January 4, 2008 thanks! Link to comment Share on other sites More sharing options...
Dave Oliver Posted January 7, 2008 Author Share Posted January 7, 2008 i almost have it, but, the last problem is the noise on a couple reflective objects. if anyone knows which setting affects this, let me know. thanks Link to comment Share on other sites More sharing options...
fareen Posted January 8, 2008 Share Posted January 8, 2008 i think its the material not the rendering settings maybe the subdivisions are too low and try turning off the use interpolation in the material Link to comment Share on other sites More sharing options...
rivoli Posted January 8, 2008 Share Posted January 8, 2008 you may want to try clamping the output and checking sub-pixel mapping. you'll find them under color mapping in the vray tab. Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now