semuta
02-03-2003, 11:01 PM
Hi all, we're trying to overcome the insane boiling, and Flickering which seems endemic to rendering using Final Gathering for image based lighting with HDRI. we've tried using envrionment mapped spheres versus Geometry spheres for projection, we've tried cranking the ray counts, we've tweaked with the min max radius's of the rays. the one thing we've discovered is that the noise seems much more pronounced when we use a map with a high colour or luminosity contrast, but thats kind of the nature of hdri.
As well we've also noticed what we percieve to be a different kind of artifact which seems to be more related to tesselation in Nurbs objects and smoothing (edge normals) in polys, resulting in small, thin "dashes" or "cuts" appearing in on the surface.
anyone know anything about this?
_james
Image Engine
As well we've also noticed what we percieve to be a different kind of artifact which seems to be more related to tesselation in Nurbs objects and smoothing (edge normals) in polys, resulting in small, thin "dashes" or "cuts" appearing in on the surface.
anyone know anything about this?
_james
Image Engine
