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  • camera related spots?

    I did a render with one camera (it DID happen to have a camera modifier on it, now that I think of it) and it had green spots. They seemed to appear mostly in the middle and they were also visible in reflections, but not clearly. In blurry reflections they were also blurred properly.

    Also, the lighting in the images is just all f'd up, splotchy, and dark.

    Now, I create a new camera and put it pretty much in the same spot and it looks perfect.

    Does anyone know the cause of that based on the description?

    I'm wondering if it's related to camera modifiers?
    I also have a material applied that is 255 white, so i will change that down a couple numbers to see if that helps.

  • #2
    have you set the correct value for max-compatible shade context in the vray system rollout?
    you have to turn it off for the camera correction modifier

    see
    http://www.spot3d.com/vray/help/VRay...ams_system.htm
    shadecontext compatibility

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    • #3
      that was it.

      Thanks a bunch

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      • #4
        since the question is coming up quite often, has this been stickied already?

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        • #5
          Originally posted by mike.edel
          since the question is coming up quite often, has this been stickied already?
          It would be !

          Best regards,
          nikki Candelero
          .:: FREE Your MINDs, LIVE Your IDEAS ::.

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          • #6
            What plugins do you need it ON for?

            I did a large render today using perspective and my render came out nearly all green. The light cache looked perfectly normal, but it rendered green and the ceiling was almost black.

            I tried different settings with a smaller image using the same position in perspective, but couldn't duplicate it.

            I just fear that without knowing what actually caused it, I will end up accidentally doing it again on the final render (or worse, in an animation).

            Hopefully it just had to do with perspective. Maybe it was messed up because of a camera modifier. Max has a stupid bug that causes the perspective to keep any modifiers on the last camera it was displayed through....sometimes. It's really messed up. I still looking, kind of, for a way to fix that.

            If you know how to completely reset the camera without creating a completely new camera, then please let me know. I would love to know.

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            • #7
              ok, I'm realizing now that this problem I am having is NOT related to the camera. It seems to be random (I know there isn't really such a thing) at this point. It's not the same machine that does it every time, and the frames are not at even intervals.

              Usually about every 6-15 frames apart one frame will be nearly all green. It's really horrible.

              I noticed it before I left for the weekend so I tried switching the max compatibility mode. It didn't help. I came in today and it was still messed up.

              I am using light cache and irradiance map. The light cache preview is on and it looks to be calculating just fine. The irradiance map is definitely where the problem is. I just don't know WHY there is a problem.

              I can see the problem arising at the calculation stage in the irradiance map. The problems don't show up as green,like they render, but rather as black.

              Any ideas??? This is killing me

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              • #8
                It is most likely some bad geometry or a wierd material. Are you getting any UVW or Overbright warnings? If so it is probably a good place to start also look for double faces or coplanar objects.

                Materials can do it too, the other day I tracked down some random spots that were caused by a converted material that had a mix map wth 2 falloff maps each with two bitmaps in the reflection slot. It was a leftover from conversion from scanline. Needless to say V-Ray didn't like it much. :P
                Eric Boer
                Dev

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                • #9
                  in vray how coplanar is coplanar?

                  I think that might be the problem. I, unfortunately, have two threads going on this right now. Sorry about that.

                  The other one is here
                  other thread

                  I have lots of surfaces that are so close together than they might be considered coplanar depending on the software tolerances. This isn't really very avoidable because we don't have time to completely rebuild the geometry. For a few things I've just moved them a hair, but is a hair enough?

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                  • #10
                    Originally posted by andrewjohn81
                    in vray how coplanar is coplanar?

                    I think that might be the problem. I, unfortunately, have two threads going on this right now. Sorry about that.

                    The other one is here
                    other thread

                    I have lots of surfaces that are so close together than they might be considered coplanar depending on the software tolerances. This isn't really very avoidable because we don't have time to completely rebuild the geometry. For a few things I've just moved them a hair, but is a hair enough?
                    A tiny amount is generally enough. However, tiny gaps can also cause issues with Vray as light gets bounced around in those cracks, they can actually get over-bright.

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                    • #11
                      what do u mean? everything is avoidable! hehe

                      coplanar means in the same plane, so if its a hair away, its not coplanar anymore, nevertheless i dont think this to be the major problem either...
                      Nuno de Castro

                      www.ene-digital.com
                      nuno@ene-digital.com
                      00351 917593145

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