derekcerciello Posted May 29, 2017 Share Posted May 29, 2017 Hello all, I'm currently working on a render using mental ray in 3ds max and cant seem to get rid of these white speckles that appear on my floor. (See attachment) I'm using FG and Photon mapping in my render. If anyone knows what causes this and how to fix it, I would appreciate it. Thanks in advance! Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted May 30, 2017 Share Posted May 30, 2017 Those are low samples or way too bright lights/colors. try not to use pure white elements and keep all your model to real scale so your lighting behaves like in real life. Can you post your #Max version and render settings? Link to comment Share on other sites More sharing options...
derekcerciello Posted May 30, 2017 Author Share Posted May 30, 2017 Thanks for the reply. My max version is 3ds max 2016. My model is also to scale. I'm thinking its the samples, or has to do with the number of photons in my scene... Here are my render settings. Link to comment Share on other sites More sharing options...
josegarcia9 Posted May 30, 2017 Share Posted May 30, 2017 Hello all, I'm currently working on a render using mental ray in 3ds max and cant seem to get rid of these white speckles that appear on my floor. (See attachment) I'm using FG and Photon mapping in my render. If anyone knows what causes this and how to fix it, I would appreciate it. Thanks in advance! Are you using an HDR Image to light up your seen? Because if not, you should change from IBL to FG in your Skylights and Environment Lighting section under the Global Illumination tab. Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted May 30, 2017 Share Posted May 30, 2017 If you are using an HDRI the bright part of that image also will create those white spots. Those bright spots are undersampled bright areas. So it is because your floor is glossy and need more samples to refine that; simple. GI or Photon mapping is useful in complex lighting situations but Mental Ray got a lot better with FG and the new IBL solution to generate GI so, I am pretty sure in this case is not need it. I would recommend resetting all your setting to default, setup your FG to 4 bounces and use a preset of low or medium, set your IBL shadow quality to 1 and go to your Antialising control, set the quality to 1 and do a test render, you should get better result overall. if noise still exists, increase the quality value of your antialising and go from there. If noise persist and your render time is getting too high, check your color mapping/exposure control. Mental Ray does not have a proper Color mapping er say, but adjusting the cone curve on the exposure control will help. default is 0.25, set up to 0.1 and test it. You could use 0.0 but the image will look washed out, this can be fixed in post anyways, but some people like to get closer on the render. Let us know how it goes. Your setting so far are not optimal, in your FG you have over interpolation on your samples but your samples are too low. Scroll the preset bar and see how the setting change and to try to follow that logic. Link to comment Share on other sites More sharing options...
derekcerciello Posted May 30, 2017 Author Share Posted May 30, 2017 Thanks for the detailed response. I will give all of this a shot later today and let you know how I make out. I should of mention that I am using these settings for spherical renderings, so I need the light to travel farther than FG by itself will allow. This is why I am using Photons, instead of just FG. The image looks great when facing the window but when looking behind the camera it is too dark when I only use FG. Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted May 30, 2017 Share Posted May 30, 2017 Thanks for the detailed response. I will give all of this a shot later today and let you know how I make out. I should of mention that I am using these settings for spherical renderings, so I need the light to travel farther than FG by itself will allow. This is why I am using Photons, instead of just FG. The image looks great when facing the window but when looking at the camera it is too dark when I only use FG. Are you using the wrap around shader?? There should not be a difference on GI. unless the rest of the room is dark, or your exposure is not correct. Place lights all around your room as they should be and do a few test renderings, with wrap around shader and FG-IBL it should work just fine. Link to comment Share on other sites More sharing options...
derekcerciello Posted May 30, 2017 Author Share Posted May 30, 2017 Yes I am using wrap around shader. My exposure is Mr. exposure control set at the interior settings, which is what I assume it should be.... Ill do a comparison of with photons and without and post it tomorrow. Link to comment Share on other sites More sharing options...
derekcerciello Posted June 5, 2017 Author Share Posted June 5, 2017 (edited) I thought I would let everyone know that the reason I got these white speckles on the floor was due to the glossy samples being too low on my stainless steel materials. Hope this helps. Edited June 5, 2017 by derekcerciello Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted June 5, 2017 Share Posted June 5, 2017 I thought I would let everyone know that the reason I got these white speckles on the floor was due to the glossy samples being too low on my stainless steel materials. Hope this helps. Cool, glad is working for you. Thank for the follow up Link to comment Share on other sites More sharing options...
derekcerciello Posted June 15, 2017 Author Share Posted June 15, 2017 Hey Guys, I would like to retract what I said earlier.... The reason for these speckled dots is that my noise filtering was set to None instead of standard. I must of accidently switched it to none at some point by accident... Hope this helps. Link to comment Share on other sites More sharing options...
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