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self-illuminated material render help
show user profile  lacomir
Hello, I wanted to create a LED stripe in a render, so I made a self illuminated material and applied it to an object. The result looks a little weird:



Here are the render settings I used (mental ray):

What do you propose I change to get rid of these circles?

Thanks!
read 381 times
11/23/2014 11:39:10 PM (last edit: 11/23/2014 11:39:10 PM)
show user profile  jareu
your material isn't emitting enough photons. I can't recall how to fix it off the top of my head, but look around for settings to do with the number of photons that particular object emits. If nobody has responded in a few hours when I get home, I'll jump into Max and find the answer



He who says it cannot be done is interrupting the man doing it.

read 358 times
11/24/2014 3:23:09 AM (last edit: 11/24/2014 3:23:09 AM)
show user profile  lacomir
Hello,

I am back after a day worth of testing, and here are my results.

The glowing material turned out to be too strong, something I would later find out could be fixed anyway, but at the sacrifice of render speeds.

I had changed it from a DS65 illuminant with 1000cdm to a Kelvin scale, specifically "5000", and changed the Physical Units to "100cdm". This made the glow a lot more believable and prettier, however the splotches on the wall stayed.

Turning on "Photon Mapping" reduced my render times by up to 70% and removed a lot of the splotching, however the pretty glow my LED had was not as strong anymore, and I couldn't for the love of god increase it with any settings, so I had to leave this out.

I then increased the "Rays per FG Point" to 1000 and "Initial FG point density" to 3.0 which removed most of the splotches on the "bottom" portion of the ceiling, however my render times increased by 100%.

So my final solution was to render the LED lights by themselves at FG Point Density set to "3", and I reduced the "Rays per FG point" to 500. This reduced my render times to what they were in the beginning, and rendered pretty splotchless lights. The scene however still had some splotchess and so my solution is to render a second image without the LED and stitch it together in photoshop - since the image, as it is, already took 4 hours to render on my pc. This will be the most practical solution for me, I think.
read 330 times
11/25/2014 12:13:50 AM (last edit: 11/25/2014 12:13:50 AM)
show user profile  jareu
Hi, sorry I didn't get back to you it has been a busy week. Yes, Rays per FG Point and FG Point Density are what you are looking for here. I'm pretty sure FG Point Density is just a multiplier for Rays per Point, so for example 2000 Rays per point at density 1 is the same as 1000 Rays per point at density 2. I could be wrong.

Renders do take a long time, especially for the high quality production renders, so you might want to change the Area to Render from view to region and then select just the troublesome area, which will give you a much faster preview. I'm pretty sure Interpolating your final gather points will help your problem too, try raising this number to something like one third to a half of the final gather rays per point.



He who says it cannot be done is interrupting the man doing it.

read 319 times
11/25/2014 7:47:49 AM (last edit: 11/25/2014 7:47:49 AM)
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