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Is there any difference to this and simply using the QMC (brute force) type? its image quality was always great "eventually" if you let one finish this seems quite similar.
Main difference is that with QMC method you need to set the amount of bounces and subdivisons. With this method infinite lightbounces are calculated and the main advantage is that the whole image is built up gradually.
You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.
Main difference is that with QMC method you need to set the amount of bounces and subdivisons. With this method infinite lightbounces are calculated and the main advantage is that the whole image is built up gradually.
With that in mind, any recommendations as to what I should set my primary & secondary GI bounces to when using PPT? I've been adjusting the bounces in the tests I've posted here. (I've been using around 3 primary bounces, .75 secondary bounces)
It's my VRay...it keeps flickering on animations.....
(hehehe, JUST KIDDING GUYS)
Seriously, it's a silly bug in DS. I forgot to restart max before rendering the sequence. If you edit the DS clouds and render...the sky flickers....but if you edit the cloud settings then restart max and render...it works.
I didn't notice it until well into the render and I didn't feel like restarting it since it was just a test render anyway.
HA! I had this bug too with Dreamscape but i didn't know what's causing this. (...and how to resolve it.) (Do you know if they want to fix that before Dreamscape3?)
LOL. Yeah, over at the sitni-sati (sp?) forum, they mention a patch is coming (from Turbosquid)...so for now, I just have to keep remembering to reset 3dsmax before rendering with DS.
With that in mind, any recommendations as to what I should set my primary & secondary GI bounces to when using PPT? I've been adjusting the bounces in the tests I've posted here. (I've been using around 3 primary bounces, .75 secondary bounces)
I assume those last numbers you mention are multipliers? The most physically correct is the default 1/1. But it could well be that using a lower multiplier for secondary bounces you get a faster solution. This may be worth a test.
You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.
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