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Blemishes on walls, objects...


djohnson129
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Hello,

 

I'm finally getting back into arch. viz. after just getting Max 2010!

This is my first project I'm working on and here is the first problem I need help with if you don't mind:

 

After doing a preliminary round of materials for the scene and rendering, I find blemishes all over the left side of the room (although there are plenty on the ceiling, floor, and other areas).

 

I have AO turned on multiple materials with samples at 64 for all, and for my two desk lights, portal light, and daylight I have shadow samples for 256 for all. I also have glossy samples set to at least 32 for anything with glossiness.

 

I am just stumped because after increasing all of these to where they are now I see see the blemishes D:

 

Mental Ray settings are all stock with FG set to medium and GI photos up to 1000. I didn't think the blemishes would be caused by any render settings, would they?

 

 

Attached are photos of the scene with a material override and with materials.

 

Thank you in advance, let me know if you need any other info.

 

-David

 

 

*ignore the ugly background image

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Here is a render of just that side of the room.

I did change the render settings to a higher quality and still the blemishes appear, it has to be an issue with the shader...

Also ignore the blotches in the corner of the ceiling/wall. I accidently put the maximum GI photon radius to 1" in this render.

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Thanks!

I will try both of your ideas tomorrow.

 

I just went through all the materials and found that the ProMaterials had a hidden sampling for glossy reflections I didnt see before! I bumped that up to 96 and it seems to have helped a little.

 

Here's what it's at now:

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So the anti-noise setting was already set to Standard, I set it to High but didn't see a noticeable difference.

Now about the portal light...

I was following this tutorial regarding the lighting for my scene-

http://www.3dtotal.com/tutorial/3d_studio_max/architectural_visualization_rendering/architectural_visualization_04.php

-and according to that guy, it was better to disable the mr Sun when using a portal light, which I guess mean the daylight system is only being used for the mr sky?

 

So maybe I can ask you this now, is that normal to disable the mr sky when using the portal?

 

Now in this render I bumped up the intensity of my lights. For some reason having the portal light at 2.0 was not enough, so I bumped it to 6.5. Doing this seemed to have helped the blemishes. I am wondering if there just wasn't enough light coming in the room?

 

Please let me know about the mr sun thing. I don't want to screw up this or other projects just following one guy's recommendations.

 

Thanks!

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I used to get this all the time...

 

it is your GI settings... that is if you are using GI along with FG.. if you are not then use it. Just turn the multiplier down to 0.01. Turn FG off and experiment with the max (GI) sample radius until there is little or no noise. The turn FG on. default settings should be fine. Medium is not needed at all. Also.. all your sub divs on materials... lights etc... 256 and so on. Way way way way too high. 64 (for materials) and 128 (for lights) at the very most....... anything more will make no difference (generally) with an image up to 5k.

 

Tom.

 

http://www.FourDimensions.co.uk

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