bonsai_kittenz
08-22-2006, 04:05 PM
hi all,
a few prbs, hopefully i'm coherent enough...beginner-ish, so please bare with...using RFM 1.0, maya 7.0. this is a setup i have no control over...
first off,
noticing that on simple geometry, when using displacements, sometimes getting white dots that flicker randomly on the surface. they're usually a few pixels in width, and only last a frame. they aren't th displacement going over their bounds, as far as i know.
second prb,
have a very simple scene with a cube instanced onto a grid particle system. particles are only simply affected, by gravity and turbulence. the cube has the default lambert shader. using a directional light, no shadows. - so here's the problem, it's a sequence of about 1800 frames, and i'm noticing that render times are growing almost double each frame, until they grow from a start time of 30 seconds, to a steady rate of 25 minutes per frame. render globals are pretty much set to default, ray tracing and mblur are off. this even happens when rendering a test frame twice. first one clocks at 30 seconds, the next, exact same frame, takes 1.16 minutes. kinda lost on this one...
third prob,
almost a lot like the first one, i'm using geometry that has been mucked with a fair bit, but is still simple. when i say mucked with, i mean created something, then would go back and edit history so that the object would look very jagged and funky. history is deleted afterwards, and i have a shader that uses a displacement, and also a simulated metal with a reflected value going through a samplerinfo node to an env node ball. anyhow, what i'm getting is that closeup the surface is completely getting screwed up, almost looking like a hatched surface. when rendering at a distance, seems normal.
i'm very gracious for any help that can be provided, i can divulge more if need be. thnx!
a few prbs, hopefully i'm coherent enough...beginner-ish, so please bare with...using RFM 1.0, maya 7.0. this is a setup i have no control over...
first off,
noticing that on simple geometry, when using displacements, sometimes getting white dots that flicker randomly on the surface. they're usually a few pixels in width, and only last a frame. they aren't th displacement going over their bounds, as far as i know.
second prb,
have a very simple scene with a cube instanced onto a grid particle system. particles are only simply affected, by gravity and turbulence. the cube has the default lambert shader. using a directional light, no shadows. - so here's the problem, it's a sequence of about 1800 frames, and i'm noticing that render times are growing almost double each frame, until they grow from a start time of 30 seconds, to a steady rate of 25 minutes per frame. render globals are pretty much set to default, ray tracing and mblur are off. this even happens when rendering a test frame twice. first one clocks at 30 seconds, the next, exact same frame, takes 1.16 minutes. kinda lost on this one...
third prob,
almost a lot like the first one, i'm using geometry that has been mucked with a fair bit, but is still simple. when i say mucked with, i mean created something, then would go back and edit history so that the object would look very jagged and funky. history is deleted afterwards, and i have a shader that uses a displacement, and also a simulated metal with a reflected value going through a samplerinfo node to an env node ball. anyhow, what i'm getting is that closeup the surface is completely getting screwed up, almost looking like a hatched surface. when rendering at a distance, seems normal.
i'm very gracious for any help that can be provided, i can divulge more if need be. thnx!
