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spots, spotches, color splashes, random render problems

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  • #16
    I changed all the bitmap cropping manually. I wasn't aware of the script until I thought to myself that there should be one and looked for it. It was quite easy to find once I looked for it.

    Anyway, I rendered with them all applied and there was absolutey no change. I thought that bug was addressed in 1.47.03 anyway. I've never had any problems with it before.

    If I have lightcache samples extremely low, like 50, then I get no overbright warnings and no green ugly dots. Of course, then I get a bunch of other ugly dots because the sampling sucks. Also changing the sampling size makes a difference. The smaller, the less overbright. I couldn't figure out how to change it smaller than .001, but it was worth a test. I still couldn't get it to fully remove.

    It's just really strange that many are just fine, but a few frames are bad. It just seems so random to me.

    I also am only using vray lights. That's all, so it's not related to shadow maps either.

    Any other ideas? I tried rebuilding the shader, but with no luck.

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    • #17
      can you not have transparency with glossiness when using global illumination????

      That seems to be what is causing the errors

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      • #18
        there is a known bug concerning refraction in 1.47.03

        i think vlado mentioned in another post to calculate ur gi without glossys and then re used the saved GI when rendering the final image!

        nevertheless try to see if u get no errors in that scene with a mid gray vray material on the override material.
        Nuno de Castro

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

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        • #19
          Why aren't those things added to the help file?

          We can't read through the entire forum every time we have a strange problem. I'm starting to get up to date with the "known" issues, but it seems that hardly anyone knows them so they really aren't known then are they?

          Anyway, I solved the problem in a much easier way. When it's just a different selection or button that is hit we always call it "THE Magic Button"

          So the magic button to solve this case where I needed a glossy transparent object was under the Options rollout.

          There is a setting in the options that says "Treat glossy rays as GI rays:"

          I said never and the render came out perfect. Well, perfect as in no green, the rest is still my fault

          I assume that I told vray to raytrace the glossy rays, but the GI rays will ignore glossyness on that surface. I don't really care about it being reflective, so that won't matter anyway to me.

          I think the problem is solved for now.

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          • #20
            Originally posted by andrewjohn81
            Why aren't those things added to the help file?

            We can't read through the entire forum every time we have a strange problem. I'm starting to get up to date with the "known" issues, but it seems that hardly anyone knows them so they really aren't known then are they?
            i hear u...
            but really cannot do anything about it...

            chek this out:
            http://www.chaosgroup.com/forum/phpB...hlight=#120846
            Nuno de Castro

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

            Comment


            • #21
              at least that guy didn't get the green blobbies.

              anyway, choosing GI to ignore glossy rays for the problem material seems to work fine.

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              • #22
                are u usin vray framebufer? they r either green or red depending on the framebuffer...
                Nuno de Castro

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

                Comment


                • #23
                  no, not vray framebuffer. We've had too many problems with it. I'll wait till it's updated.

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                  • #24
                    that s why urs are green...
                    any way the problem might be the same as in that thread....therefore the solution might be the same...

                    just my 2 cents...
                    Nuno de Castro

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

                    Comment


                    • #25
                      Just ran into the same issue, lowering the fog color from 255,255,255 to 254,254,254 in my frosted glass seems to have fixed it, in general when working with glossy reflection, refraction and translucency, color values of 255 are evil and should be avoided.
                      Eric Boer
                      Dev

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                      • #26
                        I'm not using fog color in this case. I find fog color can be difficult to match colors. When I tried that same exact color, which is pretty much the color of the lighter backgrounds here, almost a neutral yellow-green, it rendered out blue.

                        I'm not quite sure how to use fog color yet for something like that. From the documentation I've found, it seems that you would only use fog color if you wanted to simulate changing of thickness.

                        Otherwise i wouldn't see why you would use it. Am I wrong about that?

                        Comment


                        • #27
                          I was told to get a new build, but didn't recieve one. I assume they thought this may be a known bug. Well, it's a known bug now.

                          Don't use glossy refractions along with global illumination.

                          My solution in the meantime sucks, but it works. I excluded the objects with that material from the GI calculations. Then I had to stick an output map in the diffuse slot and another map in there to tell it the color to use. I edited the output to be 5.5 and it ended up to be about the same color and brightness as it was With the GI.

                          It doesn't work perfect as the objects behind the glass (which are just planes by the way) don't have exacly the same values. They end up a bit daker, but at least it's not a completely different color.

                          Hopefully that helps somebody actully render.

                          Comment


                          • #28
                            Originally posted by andrewjohn81
                            I was told to get a new build, but didn't recieve one. I assume they thought this may be a known bug. Well, it's a known bug now.
                            hum?
                            who told u that?

                            Originally posted by andrewjohn81
                            Don't use glossy refractions along with global illumination.
                            why is that?
                            i told u vlado suggested a fix for a similar problem in another thread wich must work for u...i think its way much simpler than ur aproach...

                            it s ur call man
                            Nuno de Castro

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

                            Comment


                            • #29
                              I deleted the PM already, so i'm not sure what her name was. It started with a C.

                              Anyway, this is an animation where there are some moving objects, so precalculating the LC isn't really feasible. It didn't work so well.

                              Vlado, in that post said to request a new build, but said he wouldn't recommend it too. They just seem too busy. I may request it one more time, but don't want to be annoying. I've got several more projects where they are asking for the same thing.

                              It's just really annoying to have to exclude the objects from GI because then you have to add it back with a manually brightened material. It's hard to match.

                              Comment


                              • #30
                                Originally posted by andrewjohn81
                                Anyway, this is an animation where there are some moving objects, so precalculating the LC isn't really feasible. It didn't work so well.
                                it is... just use the flythrough mode save to a file and re-use it...

                                Originally posted by andrewjohn81
                                It's just really annoying to have to exclude the objects from GI because then you have to add it back with a manually brightened material. It's hard to match.
                                again u could have it so much simpler....
                                please don't blame the software....
                                Nuno de Castro

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

                                Comment

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