Hair n fur, patchy carpet problem. Any help appreciated app

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  04 April 2013
Hair n fur, patchy carpet problem. Any help appreciated.

I've been using 3d max hair n fur to simulate carpet in a room I'm rendering. I just can't seem to figure out what is causing the different patches of colour to show up. I'm using 2012, mr prim and mental ray.
Does anyone know anything that might help?
This is my first time asking for help with this sort of thing, but I couldn't seem to find it online anywhere else and people recommended I ask here.
Are there any other details I need to provide that would help with figuring out this problem?

Last edited by Sinclinc : 04 April 2013 at 06:35 PM.
  04 April 2013
That looks like a mighty fine noise map you're having. If only max's noisemap would be this good!

I have no experience in mental ray, but maybe these blotches are caused by global illumination?

If you are rendering to different passes, what passes show these blotches?
TD / 3D Artist at Brink Helsinki
  04 April 2013
I'm rendering in a single pass, do you recommend I do it differently? I know the theory behind multiple pass renders but I've never actually done them.
I've messed around with the GI quite a lot.
The position of the darker areas and light areas don't change.
When its illuminated by photons it seems to be less obvious then when I just use Final gather. Also the darker the area the worse the difference in colour, which is a real problem because otherwise I could just ignore it as its an interesting effect, if accidental. I'll try to render one with just photons bounces, no fg, and see how that comes out.
  04 April 2013
So I did that render, you can see the gi without fg on top and with below it.

Also here are the hair settings, I've played around with them abit and nothing really seems to change the problem.

Please let me know if this helps or if there is not enough information. Anyone else had this problem?
  04 April 2013
i have encountered this problem before and havent found a solution yet. only thing i can recommend is using hair_TK shader instead of the modifier hair material. that way you at least can control hte hair to not be affected by FG and fake your result with ambient color and occlusion. that way you could get in in a single render.
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  04 April 2013
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