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motoxpress
08-12-2010, 03:30 PM
I am rendering a GI image where the shadows are doing some funky things. The object feels like it's floating over the surface when in fact it is sitting directly on it. The shadows seem to be creating this effect but, I am not sure why. What would cause this?

http://georgeloch.com/files/XactRemodel-House3.jpghttp://georgeloch.com/files/remodel.jpg

-gl

Dunfisch
08-12-2010, 06:21 PM
Looks to be a matter of correcting the light intensity and materials. The floor is completely burnt out - this can result in shadows getting "swallowed", so to speak. To correct this issue, you could fiddle with the specular channel of whatever material you have assigned to the floor.

It also looks a little blotchy, perhaps you could increase the GI quality a little?

motoxpress
08-12-2010, 07:39 PM
Thanks for the input.

I adjusted the GI settings to QMC and set the samples to 512 and the oversampling to medium. I also discovered that the modeler had put lumi on the wall texture so I removed it. It seems to work better now but, I have a bit more noise in the image.

http://georgeloch.com/files/remodel6.jpg

Dunfisch
08-12-2010, 08:59 PM
The noise in your picture is due to the Quasi Monte-Carlo rendering - the QMC core is subject to noise by default, that's just how it works. Increasing the samples can get rid of the noise, but also pushes rendertime by a rather large margin.

The burnout of the floor is propably due to a badly adjusted specular highlight, like I already said. Seeing as the house doesn't suffer from it, I take it that it's just a bad material.

I'm not quite sure what you meant by "Lumi" on the wall materials. If you meant the Lumas shader, then that only makes partial sense - while it can cause a material to emit light, it also creates anisotropic metal effects, or more commonly the brushed metal look. Perhaps you meant Illumination, which could indeed contribute to the burnout. The immediate surrounding surfaces would then also receive light if GI was on.

If you could maybe upload the scene file, I'd take a look at it. Doesn't have to include the house, just the floor, its corresponding material and the lighting setup. That way I can check what's causing the burn.

motoxpress
08-12-2010, 11:34 PM
"Lumin" = luminance. It was not receiving shadows and was causing light confusion.

It seemed to be more accurate once I removed it from the material.

-gl

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