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Wierd light leak that I can't figure out

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  • #16
    Originally posted by Morbid Angel
    try this script

    do()
    on.Procedure
    Begin
    Convert >all.Obj GetNumsubs ()
    to
    Maxwell;

    init.Render;
    end()

    Comment


    • #17
      Dmitry Vinnik
      Silhouette Images Inc.
      ShowReel:
      https://www.youtube.com/watch?v=qxSJlvSwAhA
      https://www.linkedin.com/in/dmitry-v...-identity-name

      Comment


      • #18
        By using that script, wouldn't you also have to use this script?

        if HellFreezesOver=1 then print "render complete"
        else print "please wait"

        Comment


        • #19
          Originally posted by cpnichols
          Would you also have to use this script?

          if HellFreezesOver=1 then print "render complete"
          else print "please wait"
          your syntax is wrong, it should be:

          Code:
          if HellFreezesOver() = true {
             if rand(1,100) = 50 {
                echo "Render complete";
                end;
             } else {
                echo "Please wait";
             }
          } else {
             echo "Please wait";
          }

          Comment


          • #20
            lol nice

            -dave
            Cheers,
            -dave
            ■ ASUS ROG STRIX X399-E - 1950X ■ ASUS ROG STRIX X399-E - 2990WX ■ ASUS PRIME X399 - 2990WX ■ GIGABYTE AORUS X399 - 2990WX ■ ASUS Maximus Extreme XI with i9-9900k ■

            Comment


            • #21
              Ok, I just remembered why I can't set the secondary ray bias to 0 in this scene. Speedtree.

              So, are there any other suggestions for work arounds (besides seperate passes and comping since I can't get that to work right)

              Comment


              • #22
                why cant you get passes to work? its a different pipeline then straight rendering. We for example dont use vray g-buffer for our pass rendering. All shadows are rendered with vrayMatte mtl override. Then all objects are rendered on same layer just reflection/specs/gi etc are rendered on separatly then comped back.
                As for ray bias. my friend explained to me that this is an anti artifact fix.
                Yesterday I had to bake some gi on the model, when I tried baking vray gave me an error "ray bias set to 0.0 arti; arti;arti;arti;arti;arti;arti;arti;arti;arti; artifacting is possible."

                when i rendered my image the whole picture was messed up (texturebake) so I set the ray bias to 0.1 and it worked. However my shadow in the normal render bacame messed up.
                Try maybe setting ray bias to 0.001?
                Dont know what else to say.
                Dmitry Vinnik
                Silhouette Images Inc.
                ShowReel:
                https://www.youtube.com/watch?v=qxSJlvSwAhA
                https://www.linkedin.com/in/dmitry-v...-identity-name

                Comment


                • #23
                  My problem with passes is that I can't seem to get a shadow layer working properly, and besides that, reflections become an issue (IE seeing the reflection of a building in a puddle of water around a particle fountain and seeing the fountain as well)

                  Comment


                  • #24
                    - shadows:
                    global override material - vray mtl wrapper (with a standart mat inside)
                    Matte sruface (check) Alpha contribustion -1
                    Shadows check
                    Affect alpha check

                    thats it
                    alpha contribution with - 1 will cutout everything but the shadow

                    reflections....well we comp that with sceen or additive...
                    Dmitry Vinnik
                    Silhouette Images Inc.
                    ShowReel:
                    https://www.youtube.com/watch?v=qxSJlvSwAhA
                    https://www.linkedin.com/in/dmitry-v...-identity-name

                    Comment

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