trying to bake the lighting into an interior wall and am getting these strange white rings around the edges. The interior is just a box with inverted normals and a window cut out of it. When mapped back onto the geometry, the corners and edges are obviously crappy looking. Anyone have an idea? It was originally rendered 2048x2048 with pretty good irradiance map settings.
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Re: strange bake results
Originally posted by percydamantrying to bake the lighting into an interior wall and am getting these strange white rings around the edges. The interior is just a box with inverted normals and a window cut out of it. When mapped back onto the geometry, the corners and edges are obviously crappy looking. Anyone have an idea? It was originally rendered 2048x2048 with pretty good irradiance map settings.
I have tried 100 differents parameters (check visibility samples etc...) but it didnt help
The only solution I have found is to modelize the room's exterior geometry... which is realy anoying when you work on real time scene.
Dont know if I m clear enough
Also values>0 for the "secondary rays bias" tend to increase those visual bug while it is absolutly necesary otherwise VRay crash....
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Originally posted by percydamanIm actually trying direct comp for the first bounce and lightcache for the second bounce. Settings the edge padding to 0 and rendering is looking pretty decent.
Why cant the edge padding go outside the mesh instead of inside?
irad map, photon, lightcache or Montecarlo ?
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The problem is that with the edge padding, you can get samples exactly on triangle edges and some GI rays may escape towards the outside of the room. It would be best to add thickness to the walls.
Best regards,
VladoI only act like I know everything, Rogers.
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