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Messages - 3di

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121
[Max] I need help! / Re: fireflies
« on: 2015-11-04, 17:08:04 »
Thanks for your replies.

The problem with using light objects is that my scene contains over 250 lights, so i've had to use meshes and add light material and then attach them together where possible to come back under the 250 light groups to avoid the engine going into the lower quality render mode.

I did try reducing the msi, but it made no difference unless I took it all the way down to 0.1.

I'll have a look at rayswitching......would this have the same effect as using a darker colour in the reflection colour?

By the way, is there any way to calculate the ideal settings for the aa vs gi and light samples multiplier from the information on the VFB?  I'm currently having the problem where a scene is taking over 20 hours for indirect noise to start cleaning up.  I'd like to calculate the best settings without trial and error if possible.....particuarly as I'm hoping to send off to a render farm, so I wont have the luxury of trial and error.

Cheers

Michael

122
[Max] I need help! / Re: fireflies
« on: 2015-11-02, 07:21:26 »
Here is another of the same scene, outdoor this time using an hdr for lighting, and also corona rectangular lights off screen.  The fireflies seem to keep adding as it renders.

You have to zoom in to see them.



photo hosting

123
[Max] I need help! / Re: fireflies
« on: 2015-11-02, 02:46:09 »
I seem to have lessened the problem a little by reducing glass to reflection/refraction level 0.7.  But I still have to wait approx 600 passes for the fireflies to almost disappear.

Here's a screenshot at 100 passes, you can see the bright pixels scattered around in the dark areas, and also on the light shades on the left, and a bit of the woodwork.

I've used settings of gi vs aa = 16, and light samples multiplier 1.



photoupload

124
[Max] I need help! / Re: Light intensity
« on: 2015-11-02, 01:59:37 »
Ok...well i'm still confused then.  I have a night time scene where the camera will travel from outside the building through the doors and then travel around inside the building.

The problem is, i've set up all of my lights internally with 90 watt's (1500 lumens approx), which seem accurate with EV set to 0.  However when the camera is outside and I have a corona sun set up at a night time angle....the whole image is incredibly over exposed.....surely this cant be right?  Shouldn't the exposure of 0 be correct for both the light bulbs and sunlight if they're all physically accurate?


125
[Max] I need help! / Light intensity
« on: 2015-10-31, 07:11:51 »
Can anyone shed any light.....on the light intensity units and how they relate to real world ratings found on lightbulb packaging for example?

I have to use specific bulbs in a restaurant scene so the effect of the lighting is accurate, but when I choose 400 lumen for example (as shown as the lumens on the gu10 led bulb i'm trying to replicate) and choose the correct radius for my light (disc) the lighting seems very dull compared to what would be realistic.

In the renderer I'm trying to keep my exposure settings etc at the default of 0, white balance at 6500 and contrast/highlight compress at 1.....as presumably these are neutral settings to replicate the human eye's perception?

My world units are set up correctly in 3ds max.

I'm wondering if the sr m2 unit measurement is different from what you would normally find on your average light bulb packaging?

126
[Max] I need help! / fireflies
« on: 2015-10-31, 05:24:21 »
I have a scene which seems to be producing a lot of fireflies on black surfaces.  They appear to be mostly in the indirect and reflection passes.

The scene is a pretty large bar/restaurant with high dark (almost black) ceilings and walls, with a lot of reflective/refractive surfaces such as large windows and many wine glasses etc (thin material for the windows/panes, and normal glass material for the glasses).  I've tried increasing ga vs aa, but this needs to be pushed way above the recommended 64 in order to make any substantial difference (over 200), but this makes the rendering time very long per pass.  The direct light pass is fine at 16 samples per gi pass, so I decrease this to maintain that figure when increasing the GI vs AA.

I've noticed also that my ray/s is only at about 700,000, I can increase this by upping the light sample multiplyer, but i'm not sure if that's necessary if my direct light pass is already fine?

I'm using path tracing and uhd cache.

I have 246 light groups, many of which are coronalight materials, but there are also approx 100 or so corona light objects (disc), and have checked for albedo issues (the only bright white sections are the reflective/refractive objects, nothing red)

Also much of the geometry was bought in from sketchup..not sure if this should matter?

Any advice?

127
[Max] I need help! / HD success rate
« on: 2015-10-30, 23:54:41 »
Hi, I'm rendering out a large scene, which has many reflections/refractions and approx 240 lights.  I'm only getting a hd success rate of between 25 and 29.  What does this mean, and how can I increase it? 

Cheers

Mik

128
I have a file I need to get rendered pretty urgently, however when I upload to pixelplow render farm i'm getting the following error:

10/26/2015 3:56:48 AM;  MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   302021: iray_layered_material_max.mi, line 977: while defining phenomenon declaration "iray_layered_material_phen_2": type conflict: "Map" is a color texture, interface "layer0_bump_map" is a shader


10/26/2015 3:56:49 AM;  MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   302021: iray_layered_material_max.mi, line 981: while defining phenomenon declaration "iray_layered_material_phen_2": type conflict: "Map" is a color texture, interface "layer1_bump_map" is a shader


10/26/2015 3:56:49 AM;  MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   302021: iray_layered_material_max.mi, line 985: while defining phenomenon declaration "iray_layered_material_phen_2": type conflict: "Map" is a color texture, interface "layer2_bump_map" is a shader


10/26/2015 3:56:49 AM;  MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   302021: iray_layered_material_max.mi, line 989: while defining phenomenon declaration "iray_layered_material_phen_2": type conflict: "Map" is a color texture, interface "layer3_bump_map" is a shader


10/26/2015 3:56:49 AM;  MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   302021: iray_layered_material_max.mi, line 993: while defining phenomenon declaration "iray_layered_material_phen_2": type conflict: "Map" is a color texture, interface "layer4_bump_map" is a shader


10/26/2015 3:56:49 AM;  MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   302021: iray_layered_material_max.mi, line 997: while defining phenomenon declaration "iray_layered_material_phen_2": type conflict: "Map" is a color texture, interface "layer5_bump_map" is a shader


10/26/2015 3:56:49 AM;  MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   302021: iray_layered_material_max.mi, line 1001: while defining phenomenon declaration "iray_layered_material_phen_2": type conflict: "Map" is a color texture, interface "layer6_bump_map" is a shader


10/26/2015 3:56:49 AM;  MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   302021: iray_layered_material_max.mi, line 1005: while defining phenomenon declaration "iray_layered_material_phen_2": type conflict: "Map" is a color texture, interface "layer7_bump_map" is a shader


10/26/2015 3:57:07 AM;  Error rendering frame 20: Render Error (Initializing Renderer)


10/26/2015 3:57:08 AM;  Job Completed with Error(s) - see above


10/26/2015 3:57:08 AM;  Job Completed with Warning(s) - see above


10/26/2015 3:57:18 AM;  Error occured while rendering job.


c:\Program Files (x86)\SquidNetSoftware\SquidNet\webroot\public>IF NOT ERRORLEVEL 0 set retvar=3





My scene has no IRay materials, all materials are corona materials.  The scene was converted from Vray using the corona converter script.  The scene renders fine locally and also with a different render farm.

I've spoken to Pixelplow who have told me they're unable to assist as corona doesnt kick out any error logs, so have forwarded me to yourselves.  I am aware that they are using the beta of 1.3 whereas i'm using 1.2.  Could this be the issue.  Also when I upload i'm ticking the distributed rendering settings in the render setup dialog.

Cheers

Mik.

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