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there's something wrong with reflections.


jex24
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hi i've been doing the tutorials of max 2009. and i did the part where i import revit files into max 2009. The renders seems fine, but when I made my own revit model and imported it 3ds max. The reflections of the self-illuminating materials look very pixelated.

 

here is my render... please help.

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That's noise.

 

Increase your Min/Max values - 90% of the time I use Min: 1 Max: 16

if there is a lot of fine detail, moire patterns or detail "melting" into each other then I do 4, 16.

 

Some more tips:

Initial Final Gather Density

* controls lighting detail

* controls the grid spacing

* 0.1=default; 0.5, 1.0, 2.0 and 4.0 can be used

* If you need more detail, increase the Density

* Noise can be introduced with a high value of Density - use a bit of Interpolation to reduce any noise

 

Interpolate Over Num Final Gather Points

* This determines how many Final Gather Points are used to compute the final render.

* 1=very blotchy; 30= pretty good; 200=Very Smooth

* this doesn't add a lot of overhead to the render time.

* Downside: This removes local detail

 

So try to find a good balance between these two.

 

Hopre this helps and welcome to the forum.

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thank you very much sandman/joel...

 

i increased the sampling quality, there was very little improvement with the reflections. I also increased the glossiness samples for the floor material it seemed to improved a lot but also increased the rendertime. I have a very dated machine (pentium D less than 1gig ram) so i apologize in advance for posting a rendered region. :o

 

thank you... and more tips would be appreciated.

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Hi

 

Yeah, I forgot to mention the number of samples in your material.

 

The default value is 8 but I always crank my samples to 16 or 32.

 

Yes, it increases the render time. I think the math forumla is:

 

(the higher the value of an option that makes the scene look better) == (more render time)

 

hehehe

 

But you can get selective in your use of higher samples material.

For instance, you can use a multi-sub object and have two versions of the same material - one with 8 samples and one with 16 or 32 samples.

Use the low numbered sample material on most of the surface and then put the high samples in the reflection hot spots in your camera's view.

This will change if you move your camera and is a bit complicated to save some CPU cycles.

 

Feel free to shoot your scene over to me - if you do, please do a File -> Archive and then give it a name. This will bundle all of your textures into a single file, making it nice and easy for me to open.

 

joel [at] virtual-interiors [dot] net

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  • 1 month later...

Hi, I had a similar issue with reflections in a mirror, I fixed it by enabling Supersampling (Max 2010) on the reflective material, didnt need to change anything else and it worked like a charm, I did not notice any significant render time increases either.

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