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MR Lighting Issue
show user profile  Coxy
Hey guys. I have a weird issue occurring around some wooden ceiling posts in the image below. At their ends they seem to all have a halo of light. I have tried decreasing GI Photon Sampling size, increasing the Photon amount, I have also gone back into old versions of my model where the render looked fine to check what settings I was using, used those and came up with the same result.

There are no broken areas of geometry in my model. What I am currently testing is to turn off the inbuilt arch and design ambient occlusion to see if that is causing the problem. It is driving me insane though, has anyone else had this problem, found a solution?
read 393 times
6/13/2011 12:09:12 AM (last edit: 6/13/2011 12:09:12 AM)
show user profile  ScotlandDave
Normals all ok? Viewport XView is handy for this set to Normals or whatever, any flipped ones show up as green afaik..

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read 365 times
6/13/2011 12:04:53 PM (last edit: 6/13/2011 12:04:53 PM)
show user profile  mike_renouf
That's a weird one.

I had something similar happen when I started to play with fast glossy interpolation for a wooden tabletop material, perhaps this is the same issue?

I had a table surface which was glossy, and plates sitting on it which then cast shadows. I found that the glossy table surface showed light patches (reflected sunlight) in areas which would have been in shade from the plates - due to the interpolation. I'm guessing that with your render power you won't be using this feature though..!

read 358 times
6/13/2011 12:28:28 PM (last edit: 6/13/2011 12:28:28 PM)
show user profile  K-tonne
throw some polys at it
make the walls and ceiling have an outside
and cap the roof beams

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read 343 times
6/13/2011 3:37:44 PM (last edit: 6/13/2011 3:37:44 PM)
show user profile  Coxy
Thanks for the suggestions guys. This is really frustrating. I have worked out that it is something to do with the room itself. The timbers are fully capped/have ends and the room has an exterior. The normals are completely fine.

Edit: I just did a test with a grey material and it has shaded properly, so it must be a material issue. I will try to redo the normal maps to see if that makes a difference.
read 327 times
6/13/2011 5:14:15 PM (last edit: 6/13/2011 5:14:15 PM)
show user profile  mike_renouf
Just going back to what ktonne said, I regularly get light leaks where the ceiling and walls meet,especially if I've gotten lazy and just dumped a cuboid ceiling into the scene with its geometry intersecting that of the walls. If the roof beams are intersecting anything they might be allowing the light leak?

read 320 times
6/13/2011 5:46:35 PM (last edit: 6/13/2011 5:46:35 PM)
show user profile  Coxy
The leak happens even when I completely remove everything but the actual room itself. The room is all formed from one turbosmoothed piece of geometry too. It was working in the past, it is just recently something has changed. I just can't find what it is :(

edit: Ok. So I took off Global Illumination and did a render solely with Final Gather and it shaded properly, so it must be a Global Illumination issue. Ill play around with the interpolation settings.
read 308 times
6/13/2011 6:34:29 PM (last edit: 6/13/2011 6:40:27 PM)
show user profile  Coxy
Aha! I took a few hours off, went to the pub and fixed it. I moved the mrSun compass above the opening and turned on photon size limit in the mrSun options so that it just covered the entrance hole.

Edit: thanks for all your help guys.
read 286 times
6/14/2011 3:41:50 PM (last edit: 6/14/2011 6:24:01 PM)
show user profile  reeves1984
Haha leaving it and coming back to it after the pub, the best solution :)

Simon Reeves - VFX Artist & Blog
twitter <-- I work here

read 271 times
6/14/2011 6:48:15 PM (last edit: 6/14/2011 6:48:15 PM)
show user profile  Coxy
Yeah, well at that point I had not left my house for 4 days, so I was getting slightly angsy. haha. I needed a beer.
read 265 times
6/14/2011 7:43:52 PM (last edit: 6/14/2011 7:43:52 PM)
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