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Artifacts from reflections...but I dont want to increase samples
So this is a re-hash from previous post. This duct work is going to be used in a production scenario, so I need it to render as fast as possible. I do not want to up the samples to the min 64/ max 256 necessary to get read of the "sparkle" artifacts that are showing up. They do go away when I reduce the bounces to 1 (but I lose a mlot of ambient light). The material is a Arch Design and I have played with the reflection procedural map (down to black) without success. Got any ideas?
read 927 times
9/15/2011 5:49:21 PM (last edit: 9/15/2011 5:49:51 PM)
The render and material configuration.
read 922 times
9/15/2011 5:50:59 PM (last edit: 9/15/2011 5:50:59 PM)
Try interpolating the reflections and playing around with the grid in the A and D advanced options. What lighting are you using?
read 906 times
9/15/2011 6:41:49 PM (last edit: 9/15/2011 6:42:29 PM)
option a) put a tick in the highlights+fg box - this will turn the reflection into a specular like thingy, very fast but loses its raytraced reflections (no biggie if the material is low gloss anyway)
option b) turn on interpolate and up the pixel sample amount down in the interpolation bar - this will make the reflections blurry but much faster, the blur is quite noticeable mind you so also not a good option for anything remotely glossy
other then that you are just going to have to up the sample count, reflection samples (as opposed to refraction) dont take very long anyway
oh and one more thing - changing the gloss value color to black means 0 and is in fact the hardest calculation to make (the lower gloss the more samples you need)
read 891 times
9/15/2011 7:15:37 PM (last edit: 9/15/2011 7:18:15 PM)
Stabby, I tried all of your options. The artifacts stayed the same. The only thing that worked was increasing the samples. But, increasing the samples by one tick tripled the render time. I will keep working at it.
read 877 times
9/15/2011 8:28:08 PM (last edit: 9/15/2011 8:28:08 PM)
if you get artifacts even in highlights only mode then its not a reflection issue (since its impossible) if you get artifacts in interpolated mode upping pixel probe count will fix it eventually but either way raising sampling from 8 to 9 would definitely not triple render time so.. either you are giving us bull info or the problem has nothing to do with reflections
read 870 times
9/15/2011 9:26:46 PM (last edit: 9/15/2011 9:26:46 PM)
Try checking single ray from environment option in arch and design?
read 851 times
9/16/2011 2:49:35 AM (last edit: 9/16/2011 2:49:35 AM)
The map which you've got in the glossiness slot might be Part of the issue. If this has pure black pixels in it then you'll be back to where stabby mentioned.
read 838 times
9/16/2011 7:15:39 AM (last edit: 9/16/2011 7:15:39 AM)
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9/18/2011 8:18:29 PM (last edit: 9/18/2011 8:18:29 PM)
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9/18/2011 8:19:21 PM (last edit: 9/18/2011 8:19:21 PM)
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9/18/2011 8:19:57 PM (last edit: 9/18/2011 8:19:57 PM)
I did away with the black reflection map. I instanced a copy of the diffuse.
read 798 times
9/18/2011 9:25:00 PM (last edit: 9/18/2011 9:25:00 PM)
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