Matt Grdinic
02-21-2006, 09:54 PM
Perhaps someone can help me fix this:
http://img219.imageshack.us/img219/9921/problem0hy.gif
When you look at that image you'll notice the Map Visualizer says no photons are being absorbed beyond where the two planes intersect, yet in a render their is a ton of bleed anyway.
This behavior is present with maya and mentalRay shaders (my example scene uses only mentalRay dgs materials, both for the material and photon shaders, but is the same with regular maya blinn, for example).
Increasing Global Illum Accuracy and Photon Volume Accuracy in render globals has no effect (fixing the problem that is).
The only light used is a simple point light with a physical_light shader attached. Changing from area light and tweaking shadow attributes had no effect.
Surface direction seems to have no effect (for both nurbs direction and poly normals).
It doesn't seem to be a geometry issue as i can detach the surface in the problem area and the bleed looks the same.
Yes, the surfaces are tight together : ) That said, the effect is the same even when the geometry clearly intersects.
Hmm, that's about it. Anyway, I know I could just build the scene geometry different and cover areas like that up, but it bugs me in principal...this behavior simply can't be right. Anyone have an idea?
http://img219.imageshack.us/img219/9921/problem0hy.gif
When you look at that image you'll notice the Map Visualizer says no photons are being absorbed beyond where the two planes intersect, yet in a render their is a ton of bleed anyway.
This behavior is present with maya and mentalRay shaders (my example scene uses only mentalRay dgs materials, both for the material and photon shaders, but is the same with regular maya blinn, for example).
Increasing Global Illum Accuracy and Photon Volume Accuracy in render globals has no effect (fixing the problem that is).
The only light used is a simple point light with a physical_light shader attached. Changing from area light and tweaking shadow attributes had no effect.
Surface direction seems to have no effect (for both nurbs direction and poly normals).
It doesn't seem to be a geometry issue as i can detach the surface in the problem area and the bleed looks the same.
Yes, the surfaces are tight together : ) That said, the effect is the same even when the geometry clearly intersects.
Hmm, that's about it. Anyway, I know I could just build the scene geometry different and cover areas like that up, but it bugs me in principal...this behavior simply can't be right. Anyone have an idea?
