|10-05-2012, 12:05 PM||#1|
Join Date: Feb 2011
smoke like artifact in mental ray renders :(
I have been trying for nearly 5 days now to get a splotch free renders out of mental ray to no use.
Tried almost every tweak imaginable although the scene is fairly simple.
My scene has 5 types of textures, 2 semi-gloss, 1 metal, and 2 self illuminated textures.
I did not use any kind of texture maps, just plain colors along with the desired effect settings (glossiness, self illuminate, reflection etc).
My main interest was to illuminate the scene (interior scene) without using any lights except the self illuminated textures in the areas where's supposed to be glowing lights (neon lights).
I use FG on mental ray with no GI, a density of 1.2, rays count 200, no diffuse bounces and 4-16 sub-sampling and mitchell filtering and shadow set to segmenting and scanline off. I render using backburner on multi-workstations. By frame FG renders are done first, locked then final render is done with read only and no interpolation since i find interpolating between FG frames causes more nuisance to the animation. oh, I have camera flying through and moving objects in the scene.
renders are quite good in terms of lighting, but the smoke like jittery artifact is hard to kill.
|10-09-2012, 09:02 PM||#3|
I have the same problem with an exterior but using fg gi. The lit areas are great but the shadows are blotchy. My problem is my settings so we both will have to follow a good tutorial.
The terminal velocity of individual particles is directly related to pink rabbits on a bank holiday.
Characters, Games, Toys
|10-09-2012, 10:39 PM||#5|
Join Date: Sep 2003
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