Guest dialog Posted January 16, 2014 Share Posted January 16, 2014 (edited) When using the Irradiance Map and Light Cache I seem to be getting some pretty bad blotchy scenes with the Default Medium setting on the IM. Which values are best to adjust without killing render times and getting the blotches away. Also, I have background Plane and Dome both with Self Illuminated Materials and set to -1.0 for the Alpha...yet my Alpha Channel is still solid white...any suggestions? Edited January 16, 2014 by dialog Link to comment Share on other sites More sharing options...
Zdravko Barisic Posted January 16, 2014 Share Posted January 16, 2014 It can be complexed, can you post screens of your settings? ... Link to comment Share on other sites More sharing options...
Jon Berntsen Posted January 16, 2014 Share Posted January 16, 2014 Hi. Did you turn up the gi multiplier, or is it at 1.0? Try the very low setting. Does it get worse? If not, try add more lights in there. i'd like to see the beauty pass though. Did you try to turn off the plane and dome? Link to comment Share on other sites More sharing options...
Guest dialog Posted January 16, 2014 Share Posted January 16, 2014 It can be complexed, can you post screens of your settings? ... Ok, I loaded the GI settings Link to comment Share on other sites More sharing options...
Guest dialog Posted January 16, 2014 Share Posted January 16, 2014 Hi. Did you turn up the gi multiplier, or is it at 1.0? Try the very low setting. Does it get worse? If not, try add more lights in there. i'd like to see the beauty pass though. Did you try to turn off the plane and dome? No I left it at 1.0. I will re-render a test with super low settings for that. I added the Beauty Pass (Keep in mind I have not set up all my materials with tweaks yet or interior lighting...these are lower quality renders too obviously). THe Plane and Dome are there...very burnt out... but they still have a -1.0 for the Alpha contribution...so not sure why they are still showing up in the alpha as white. Link to comment Share on other sites More sharing options...
Jon Berntsen Posted January 16, 2014 Share Posted January 16, 2014 I got an idea. What about excluding the glass from the self illuminating stuff? Link to comment Share on other sites More sharing options...
Guest dialog Posted January 16, 2014 Share Posted January 16, 2014 I got an idea. What about excluding the glass from the self illuminating stuff? How would I go about excluding the glass from that material? I will try it out. Link to comment Share on other sites More sharing options...
Guest dialog Posted January 16, 2014 Share Posted January 16, 2014 I got an idea. What about excluding the glass from the self illuminating stuff? Ok, so I hide the glass completely and the alpha is correct. So its an issue with my glass. Link to comment Share on other sites More sharing options...
Jon Berntsen Posted January 16, 2014 Share Posted January 16, 2014 You need to use a vraylight to be able to exclude... Link to comment Share on other sites More sharing options...
RyderSK Posted January 16, 2014 Share Posted January 16, 2014 I have background Plane and Dome both with Self Illuminated Materials Why such a weird setup ?? Regarding alpha being white, you have to setup your Glass material to have "affect alpha" inside refractive properties. Your VrayDomeLight has to be set invisible. Blotches in IR are more matter of hemispherical subdivs (which are also governed by DMC sampler's settings, beware) than their preset quality. Link to comment Share on other sites More sharing options...
John Dollus Posted January 16, 2014 Share Posted January 16, 2014 right click on your glass object properties and turn off shadow casting. for the alpha, give your glass a -.5 or so if you want to include reflections when you drop in a background or just render without the glass and render a pass with the glass setup as a mirror and adjust in post. Lots of ways to skin that cat Link to comment Share on other sites More sharing options...
Guest dialog Posted January 16, 2014 Share Posted January 16, 2014 Why such a weird setup ?? Regarding alpha being white, you have to setup your Glass material to have "affect alpha" inside refractive properties. Your VrayDomeLight has to be set invisible. Blotches in IR are more matter of hemispherical subdivs (which are also governed by DMC sampler's settings, beware) than their preset quality. I was trying a setup from Everomtions Arch Interiors 29...they seem to use a plane and dome on every set up... not sure if I am liking this lol. The aplha is fixed now after changing it....Thanks!! I may need to send you these files to light my scenes lol Link to comment Share on other sites More sharing options...
RyderSK Posted January 16, 2014 Share Posted January 16, 2014 right click on your glass object properties and turn off shadow casting. for the alpha, give your glass a -.5 or so if you want to include reflections when you drop in a background or just render without the glass and render a pass with the glass setup as a mirror and adjust in post. Lots of ways to skin that cat With no offense, none of this makes sense to me. It sounds like some workaround from 1992 and it's definitely not how Vray should be used. If you want to avoid shadows in glass without true caustics, you check "affect shadows". This creates "fake" glass, that's basically opaque Mirror. If you want faster interior GI, you check off "visible to GI" in VrayProperties of the glass, but more often that not, it provides meager benefit as the "fake" glass is already very fast and doesn't obstruct GI much at all. If you want to keep REFLECTIONS on glass, you render against such background, that has the same intensity as the post-production background will have. Only this will keep physically correct amount of reflections. If you want full (unrealistic) reflections, you render against completely black background. You want to do this anyway for Anti-aliasing reasons with Alpha channel to avoid halo effect. If you want to add the reflection in post, you can do so in linear compositing, and then you can render against white background or whatever, as it doesn't matter. You don't need to render it as Mirror, that's what the VrayReflection and VrayRawReflection is for. But foremost, don't complicate your life and setup your scene in way that you understand. Because, what's the point in constantly coming up with errors that need the whole public to solve ? Link to comment Share on other sites More sharing options...
Guest dialog Posted January 16, 2014 Share Posted January 16, 2014 With no offense, none of this makes sense to me. It sounds like some workaround from 1992 and it's definitely not how Vray should be used. If you want to avoid shadows in glass without true caustics, you check "affect shadows". This creates "fake" glass, that's basically opaque Mirror. If you want faster interior GI, you check off "visible to GI" in VrayProperties of the glass, but more often that not, it provides meager benefit as the "fake" glass is already very fast and doesn't obstruct GI much at all. If you want to keep REFLECTIONS on glass, you render against such background, that has the same intensity as the post-production background will have. Only this will keep physically correct amount of reflections. If you want full (unrealistic) reflections, you render against completely black background. You want to do this anyway for Anti-aliasing reasons with Alpha channel to avoid halo effect. If you want to add the reflection in post, you can do so in linear compositing, and then you can render against white background or whatever, as it doesn't matter. You don't need to render it as Mirror, that's what the VrayReflection and VrayRawReflection is for. But foremost, don't complicate your life and setup your scene in way that you understand. Because, what's the point in constantly coming up with errors that need the whole public to solve ? Ya the glass solution you mention fixed the alpha... Not sure why I didnt catch that earlier. Link to comment Share on other sites More sharing options...
Guest dialog Posted January 29, 2014 Share Posted January 29, 2014 Hey guys wanted to share how I fixed the issues on the baseboard. It was actually a geometry problem. I have to collapse my sweep modifier to Edit Poly and clear the smoothing. After I cleared the smoothing all my problems went away. Here is the final result... Link to comment Share on other sites More sharing options...
Guest dialog Posted January 29, 2014 Share Posted January 29, 2014 I have also noticed the alpha isn't working with transparency... for example... anything behind the glass that is solid is not actually rendered. See Attached...you can see the balcony outside, but the rails dont go behind the glass in the alpha. Link to comment Share on other sites More sharing options...
Ismael Posted January 29, 2014 Share Posted January 29, 2014 This? http://www.workshop.mintviz.com/tutorials/vray-alpha-channel-for-transparent-objects/ 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