Simmo
05-18-2007, 04:03 PM
Hi all,
I'm fast coming to the end of my wits on this one.
I'm using Final Gather with a HDRI to light a paper plane and I'm getting these swimming artifacts on the plane. I've spent two days trying to eliminate it! I'm using Maya8.5
http://img259.imageshack.us/img259/7156/planeswimlv8.gif
http://img520.imageshack.us/img520/5011/wireframedm5.jpg
I've narrowed the problem down to the translcucency setting in mia_material. If I set the transperancy back to zero, the problem disappears.
The paper plane is shaded with the mia_material. A key reason for using this shader is because of it's "thin wall" translucency option. Using it gives the plane a softer more realistic look and also looks great when the plane is backlit against the sky and light shines through it.
However as you can see above, these black splodges swim across my model as it animates. I've tried everything. I'm fast starting to think it's a bug between the shader and Final Gather. I'm hoping someone can prove me wrong. (or suggest an alternative)
-I've tried scaling the plane to various sizes.
-Turning up the Final Gather accuracy and/or point density simply makes the artifacts sharper and more distinct (turning them down makes my plane render too poorly)
-I also tried upping the ray tracing settings in Render Globals.
-"Optimise for animations" doesn't fix it.
-I went back to setting min and max radius, tuned it. Didn't help.
-Tried various complexity and resolution of HDR images for the IBL node, no difference.
-Combined FG with Global Illumination and a photon casting spot light thrown into the mix and still the swimming splodges remain.
I tried a few other things, but those above being the main ones.
I'm not sure, but there doesn't seem to be an 'accuracy' knob for the translucency effect itself. My plane is made from a folded polygon. It's not a solid, so I've discounted trying the SSS shaders that ship with MR 3.5 for Maya.
I haven't tried setting up a regular light rig, I'm 'very' keen to stick to the IBL method because I have about twenty shots that I have to integrate the plane into, of various different locations and time of day. It's all due soon. (It was looking so good, and so easy until those black splodges appeared.)
Any suggestions?
Otherwise does anyone know of an alternative shader I could try using for this situation?
Any help would be appreciated.
'regards
Simmo
I'm fast coming to the end of my wits on this one.
I'm using Final Gather with a HDRI to light a paper plane and I'm getting these swimming artifacts on the plane. I've spent two days trying to eliminate it! I'm using Maya8.5
http://img259.imageshack.us/img259/7156/planeswimlv8.gif
http://img520.imageshack.us/img520/5011/wireframedm5.jpg
I've narrowed the problem down to the translcucency setting in mia_material. If I set the transperancy back to zero, the problem disappears.
The paper plane is shaded with the mia_material. A key reason for using this shader is because of it's "thin wall" translucency option. Using it gives the plane a softer more realistic look and also looks great when the plane is backlit against the sky and light shines through it.
However as you can see above, these black splodges swim across my model as it animates. I've tried everything. I'm fast starting to think it's a bug between the shader and Final Gather. I'm hoping someone can prove me wrong. (or suggest an alternative)
-I've tried scaling the plane to various sizes.
-Turning up the Final Gather accuracy and/or point density simply makes the artifacts sharper and more distinct (turning them down makes my plane render too poorly)
-I also tried upping the ray tracing settings in Render Globals.
-"Optimise for animations" doesn't fix it.
-I went back to setting min and max radius, tuned it. Didn't help.
-Tried various complexity and resolution of HDR images for the IBL node, no difference.
-Combined FG with Global Illumination and a photon casting spot light thrown into the mix and still the swimming splodges remain.
I tried a few other things, but those above being the main ones.
I'm not sure, but there doesn't seem to be an 'accuracy' knob for the translucency effect itself. My plane is made from a folded polygon. It's not a solid, so I've discounted trying the SSS shaders that ship with MR 3.5 for Maya.
I haven't tried setting up a regular light rig, I'm 'very' keen to stick to the IBL method because I have about twenty shots that I have to integrate the plane into, of various different locations and time of day. It's all due soon. (It was looking so good, and so easy until those black splodges appeared.)
Any suggestions?
Otherwise does anyone know of an alternative shader I could try using for this situation?
Any help would be appreciated.
'regards
Simmo
