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IR overbright errors, not LC

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  • IR overbright errors, not LC

    Hello all.
    Ive come across something pretty strange. I have a scene rendering with
    IR=high/LC=2500. Nothing in the scene is pure white. Light tan is the closest to white.I only have a small amount of glass, and no 255 white there either. The walls have a slight reflection value of about 7 and glossies about .5 . When I calculate the light map all is ok. When it gets to the IR calculation I suddenly get overbright errors for the walls .
    The overbrights are causing the IR map to render some buckets black. If I remove the glossies and reflection IR calculation is fine. I have had this problem a couple of times before with LC, but never with IR.
    Any ideas ?

    Other scene info:
    Vray lights at the windows, not real bright.
    All mats are Vray mats.
    Direct light for sun.
    Plenty of glossy surfaces, as always.

    For now Im calculating the IR with out glossy mats, saving it, then rendering with the saved IR/LC. It seems ok, but am I loosing a little bit of quality doing this ?

    Regards,
    Mike
    http://mikebracken.cgsociety.org/gallery/

  • #2
    perhaps there is a co-planar face problem? This could be why some bits are black? Only thing i can really think of with the info given.... it doesn't seem like anything is abnormal - certainly nothing raises any eyebrows - apart from maybe do you have to have a reflective wall? If it's only a value of 7, and glossy of 0.5, then really will you notice it?
    I appreciate this is a bit of a cop-out responce, but it will be boosting your render times, and you may hardley notice it. Perhaps could you post your wall material, including whether your using interpolation etc.

    Comment


    • #3
      Hi.
      I have found, from reading this forum, that a slight glossy on the walls makes them a little more realistic. Of course I un-check trace reflections. I just want a suttle highlight. The mat is a vray mat. Nothing special about it. A solid tan color for diffuse. The walls are a extruded spline, so I dont think its a co-planer issue. But I'll check on that
      Thanks for the quick reply. Ill keep investigating this.

      Regards,
      Mike
      http://mikebracken.cgsociety.org/gallery/

      Comment


      • #4
        Has everything been uvw mapped?

        Also are any of your vraylights intersecting geometry? if so move them abit so they dont.

        Comment


        • #5
          You know, now that you mention it, I do need to check on the uv's.
          That could cause this ?
          Also I double checked the lights....nothing intersecting.
          Thanks for the tip...DAFORCE....no mistaken identity this time

          Mike
          http://mikebracken.cgsociety.org/gallery/

          Comment


          • #6
            yeah.. an easy test might be to just select all the geometry and add a box uvw map to it all.. and render.. sure it will look shite but it might give you an idea as to the problem.

            hehehe right on

            Also are you using an hdr or colorcorrect?

            Comment


            • #7
              Hey, thats a good idea ! I'll try that.
              Nope, no hdri or color correct. just vray lights and direct lights.
              Ill try to post a screen if I get a chance. Ive already been on the computer to much today, considering its my aniversary.

              Regards,
              Mike
              http://mikebracken.cgsociety.org/gallery/

              Comment


              • #8
                yeah a screenie would help.
                Your anniversary...
                Congrats hehehe

                And how on earth are you getting away with computer use on a day like this.. hehehe

                Comment

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