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sorting smokey walls..

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  • sorting smokey walls..

    Have just started with V-Ray, and it's cracking by all accounts. Am working on a project of two interior apartments, with high res (3500*3000) stills and a couple of ani's (PAL).

    Everything's been looking pretty sweet, but the most annoying things been the consistently slightly smokey walls and ceilings. Even with the setting between medium ani and high ani.

    Anyway, i tried another render tonight, at high res, and upped the "calc interpolation samples" to 25, and the smokey-ness seems to have gone!

    I've been through the help, and to be honest, it's about as helpful as an unhelpful thing on an unhelpful day.

    Does anyone know what this setting does, and why it does what it does when it does it??

    D
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    http://www.shove-media.com
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  • #2
    What do you mean by 'Smokeyness'? What I think your seeing is low sampling. Under the indirect illumination tab, try upping HSph. subdivision from 50 to 70 or Interp. samples from 20 to 30.

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    • #3
      smokey definition..

      OK, well, by smokey, i mean that the large flat spaces, walls, ceilings etc, have generally a nice level of lighting, but on a high res image you can see some slight variation on the surfaces, slightly grey areas that make the room look like it's "smokey". t's only very slight, but enough to be annoying.

      My settings are (high res) -7 -> -3 hspheres of 70 and subdivisions of 30.
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      http://www.shove-media.com
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      • #4
        -7 -3 is really low, I think the lowest I use is about -4 -3

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        • #5
          i think he means for the 3500 x 3500 images, not his animation.

          Chris Jackson
          cj@arcad.co.nz
          Chris Jackson
          Shiftmedia
          www.shiftmedia.sydney

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          • #6
            dirty

            Yes, those are the settings for the high res, 300dpi A4 render. It renders quick and is seems to be generally smoother at those settings.

            Which is another point, the presets are said to be set for 640x480 renders, but it doesn't say anywhere what they should change to for much higher res images??

            thanks for your interest....
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            http://www.shove-media.com
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            • #7
              Basically each time you double the image size you can reduce the min max by 1, so -3,-1 at 640 x 480 equals -4,-2 at 1280x960 and so on.
              Eric Boer
              Dev

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              • #8
                yeah basically your saved irr map is to small to be rendered out at that size. as rerender said
                Natty
                http://www.rendertime.co.uk

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                • #9
                  Cool

                  Thanks guys, that's really helpful.

                  So I reckon I can set the samples to -6 >> -4 for the high res stuff.

                  I'm calculating the IR map at render time too, so it's not being scaled up or anything.

                  What about the calc interp samples? That 25 setting has really helped?!?
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                  http://www.shove-media.com
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                  • #10
                    so you are doing the calcs frame by frame ?

                    why dont you calc the whole animation then render from that ... it will be a damn site quicker !
                    Natty
                    http://www.rendertime.co.uk

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                    • #11
                      Confusion

                      OK, sorry, i've probably not explained this very well. The animation path is a simple pan around the room. I calc the IRR every 15th frame for that at 720x576, -3>>-1. Then render the ani from that saved IRR map.

                      The two high res cam views aren't covered by the ani, so i have to do seperate IRR maps for them, which i use the much lower Max min samples for.

                      D
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                      http://www.shove-media.com
                      - - - - - -

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