max.m Posted January 29, 2009 Share Posted January 29, 2009 hi there, i face a problem with artefacts on my balcony balustrade, over all in the houses i the back i use a material with opacity map there. with "medium settings" (medium preset - noise treshhold 0,005), i get nice results and good rendertimes for my scene, but artefacts on the balcony balustrade. i can handle that with higher settings (high preset - 0,002 noise treshhold) for the price of much higher rendertimes. question: can i define higher settings, material- or object wise, as i can handle it with the subdivisions for refl - refr? Link to comment Share on other sites More sharing options...
Dave Buckley Posted January 29, 2009 Share Posted January 29, 2009 try glossy samples (glossiness) in the individual materials Link to comment Share on other sites More sharing options...
max.m Posted January 29, 2009 Author Share Posted January 29, 2009 thanks for your reply dave. the refraction color is black, i have no refraction. therefore glossiness is 1,0 and subdivisions 8. as i unterstood the subdivisions there only control the quality of a blurry refraction(frosted glass), as i have none, i don`t know which influence this has on the material quality. (i control the partial opacity of the material with an opacity map) Link to comment Share on other sites More sharing options...
Dave Buckley Posted January 29, 2009 Share Posted January 29, 2009 reflection and refraction subdivisions is what i was talking about so just play with those, theres only one way to find out Link to comment Share on other sites More sharing options...
max.m Posted January 29, 2009 Author Share Posted January 29, 2009 also the reflection color of the balustrase material is black. do the subdivision counters in refl + refr of the vray material also take influence on the materialquality when there are no blurry refl+refr in the material? i think the artifacts in the balconys appear because of the opacity map. when i rise the noise treshhold from 0,005 to 0,002 the artifacts dissapear for the price of much more rendertime. is there a possibility to adjust this localy? Link to comment Share on other sites More sharing options...
fourthand11 Posted January 29, 2009 Share Posted January 29, 2009 I'd say do do separate region renders for those area and comp them together in photoshop Link to comment Share on other sites More sharing options...
Nic H Posted January 29, 2009 Share Posted January 29, 2009 modelling them would have solved this problem but i guess you dont want to hear that! Link to comment Share on other sites More sharing options...
manta Posted January 30, 2009 Share Posted January 30, 2009 I don't know of any way to do it in vray...but when I started in Max 3.1...YIKES there was an option in the standard material to "Super Sample" I guess thats what your looking for, not sure there is such a thing in Vray... Link to comment Share on other sites More sharing options...
tayrona Posted January 31, 2009 Share Posted January 31, 2009 I'd say do do separate region renders for those area and comp them together in photoshop I'd say the same Link to comment Share on other sites More sharing options...
Spacelord Posted February 1, 2009 Share Posted February 1, 2009 I'm not sure about vray, but in Mental Ray you can adjust the blur on the texture to 0.01 and it should fix that problem. cheers Link to comment Share on other sites More sharing options...
max.m Posted February 1, 2009 Author Share Posted February 1, 2009 (edited) thanks for your replies, Re: can i define higher settings only for special objets? I'm not sure about vray, but in Mental Ray you can adjust the blur on the texture to 0.01 and it should fix that problem. cheers tried this yet, and tried also area instead of pyramidical filtering -no bettering. i think rerendering the problematic areas with higher setting and comping the images together in ps is the best solution. modelling them would have solved this problem but i guess you dont want to hear that! tried this on a much smaller project half a year ago. i got extreme boost of polygons in the scene... Edited February 1, 2009 by max.m Link to comment Share on other sites More sharing options...
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