Theta-Dot
05-26-2006, 01:40 AM
Been spending a decent amount of time looking through the various (and somewhat old/lengthy) Mental Ray threads. Came accross one part which spoke of colored dots / artifacts but that's not quite my problem I believe.
First, have a look-see:
http://www-personal.engin.umich.edu/%7Eaustincb/generated/CgTalk/MRSpots.jpg
After throwing my hands in the air over another scene file which I could not get to look decent, I decided to hit reset and see what I could do with a classic plane/teapot combination scene. It has one MR-Spotlight pointing down.
The materials applied to both the teapot and plane are mental ray materials, with DGS sub-materials applied to both the surface and photon slots (instances of each other).
I suppose my first question should be: Is DSG to be used only in very specific instances? In my real scene, I was trying to light a simple window with shutters and applied a DSG material to it to make it appear like white painted wood. I ended up with the same problem as you see in the picture above (red circled).
Seems as if I take the "Shiny" value of the plane to zero, those go away. The higher the shiny value, the closer and denser the tiny dots become as they give a more mirror-like reflection of the teapot.
From my 1+ hour spent on fiddling with various render settings, it would appear that no combination of values -- ranging from the very low to the very high -- in the render settings dialog for GI and FG will have any impact on the dots, as they are in the exact same location and intensity every time.
Any clue on how to make these go away? Or should I not be using DSG at all?
Thanks for any assistance.
First, have a look-see:
http://www-personal.engin.umich.edu/%7Eaustincb/generated/CgTalk/MRSpots.jpg
After throwing my hands in the air over another scene file which I could not get to look decent, I decided to hit reset and see what I could do with a classic plane/teapot combination scene. It has one MR-Spotlight pointing down.
The materials applied to both the teapot and plane are mental ray materials, with DGS sub-materials applied to both the surface and photon slots (instances of each other).
I suppose my first question should be: Is DSG to be used only in very specific instances? In my real scene, I was trying to light a simple window with shutters and applied a DSG material to it to make it appear like white painted wood. I ended up with the same problem as you see in the picture above (red circled).
Seems as if I take the "Shiny" value of the plane to zero, those go away. The higher the shiny value, the closer and denser the tiny dots become as they give a more mirror-like reflection of the teapot.
From my 1+ hour spent on fiddling with various render settings, it would appear that no combination of values -- ranging from the very low to the very high -- in the render settings dialog for GI and FG will have any impact on the dots, as they are in the exact same location and intensity every time.
Any clue on how to make these go away? Or should I not be using DSG at all?
Thanks for any assistance.
