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Lobby - horrible blotches! why? :(

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  • Lobby - horrible blotches! why? :(

    hey Guys,

    for this lobby i've done a quick prelim render with a few vray lights but im getting some really shocking blotches.

    i was thinking it may be because of the water? All of my materials are vray and the glass is egz glass for 1.5 but im rendering in 1.47.6. There are a few vray lights (4) and a direct sun outside. Using medium GI presets with QMC for secondary bounces

    any ideas? im guessing you guys have had similar probs so any tips much appreciated. Thanks!



    EDIT: more lights caused more blotches

  • #2
    hmkay I think it may be this...tell me if im wrong:

    when you use vraymatwrapper you shouldnt use a standard material as the base material? also my GI multiplier was 1000 which im guessing is a bit high. Im changing the base mat to a vray mat and the multiplier to 100...rerendering now

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    • #3
      i think the vray material wrapper is there becuase of std. materials.

      Raytrace in the scene?

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      • #4
        nah theres no raytrace.

        is it ok to use a vray mat as the base for the vraymatwrapper?

        so far the GI looks much cleaner...im fairly sure it has something to do with my "neon" lights (not really seen in this view)

        could it be because there isnt enough light in the scene?

        EDIT: ive changed the GI contribution multiplier for the wrapper from 1000 to 100 and dropped the GI settings, increased the vray light mutliplier and now its rendering smoothly...with some slight grain. Problem solved though!

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        • #5
          The outside looks very dark. Currently my suns multiplier is 1.6...

          what would be a good multiplier for this kind of situation? or should i put vray lights on the windows and tick skylight on them?

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          • #6
            Bitmap cropping?
            Bitmap applied to materials without mapping coordinates?

            I sometimes get this in MAX 6 due to no mapping coordinates (never got it in 3.1 for that reason).

            There's a topic somewhere about the reoccuring bug for bitmap cropping.

            Marc

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            • #7


              This is how its looking now after crits from the client etc. Im still trying to resolve a few issues.

              1. this metal sculpture seems to only reflect on one side...was imported from maya. the material is 2 sided....

              2. my water wasnt blue enough for the client so i increased the fog from 0.05 to 0.1 and made it a dark blue, but now it it just looks black!

              3. these floor lights are supposed to be projecting onto the walls. Also, the texture for this wall is shown but it isnt visible. Are my lights too bright? I seem to have overcompensated for the dark interior. The floorlights had a multiplier of 3.0 but now im trying 0.6. There are about 3-4 vray lights in the scene on the ceiling with a multiplier of 40...this could be the problem?

              4. this column is supposed to have a grey/metal finish...just overexposed?

              5-6. my direct light outside has a multiplier of 4...this too much? skylight has a multiplier of 8 to try and brighten the street up (toodark)

              I suppose my main problem is this image took 24 hours to render with GI settings of -5,-2, 0.3,0.3,0.1, 70 hsubs, 20 interp....its crazy! there are a lot of polygons and lights and it is rendered out at 2044x1363 but it is very slow, any ideas?

              Im thinking of removing the floorlights and using natty's glow action for photoshop to save time.

              Also debating using Exponential HSV or Exponential colour mapping....I kind of like the slightly overexposed floor look, but this image is waaaay too overdone. Will calculating the GI and just re-rendering with lower dark/light multipliers be the solution?

              I guess all of these questions are because of the rendering times (24 hours) I dont have time to test and play around to get results, so any help or suggestions at all are much appreciated (even if they seem obvious)

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