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
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
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