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  • "use interpolation" bug....

    Hello.
    When using interpolation for refractions and DR some buckets render diferrent.
    I think this is the same old issue I posted here:
    http://www.chaosgroup.com/forums/vbu...floating+point

    The problem is that use interpolation is very usefull em lots of situations because for the same needed result I have one fourth the render time...

    From previous test I found that geometry containing "floating point" numbers could be th
    e problem and Vlado acknowledge it.

    Vlado was so king to mail a fix by that time but DR didn't work with it.

    Sometimes this problems doesn't arrise but whem it does it's very dificult to find where it cames from and usually disable interpiolation and have rendertimes triplicated...not good.

    Is this going to be definetly fixed?

    Thanks


    PS: I use a translucent acrilic like material for the surrounding buildings volumes of the architectural object. Sometimes this volumes fill a large area of the image and thus disabling interpolation is a severe hit in rendertimes...
    Also some interior materias like a wood floor benifict from it...and besides faster sometimes the intepolation smothness is also a plus.
    Last edited by RSF; 19-12-2008, 11:13 AM.

  • #2
    Is there a way to save information about wich node rendered (and prepassed) each bucket?
    Woul be very usefull for debugins DR

    Comment


    • #3
      Here is a quick script for turning off use interpolation for all scene materials.

      Code:
      (
          for m in sceneMaterials do (
              if classof m == multimaterial then (
                  for i=1 to m.numsubs do (
                      try (
                          m[i].reflection_useInterpolation = false
                          m[i].refraction_useInterpolation = false
                      ) catch ()
                  )
              ) else (
                  try (
                      m.reflection_useInterpolation = false
                      m.refraction_useInterpolation = false
                  ) catch ()
              )
          )
      )
      Paste and Run.

      It might not get every one, because I haven't thoroughly tested it, but it works great for my needs.
      Colin Senner

      Comment


      • #4
        Hi.
        Thanks for thee script Colin but...nevertheless the problem persists.
        I want to use interpolation not to turn it of.
        I just want to find what's causing the strange artifacts or even better...that Vlado aknowledges this issue and fixes it...permanently
        Vlado....?!?

        Comment


        • #5
          same problem here with vray 1.5 sp2
          when DE is on, interpolated materials gives different render buckets.

          note : my interpolation settings in materials perfectly matches the irradiance map settings.
          Jérôme Prévost.
          SolidRocks, the V-Ray Wizard.
          http://solidrocks.subburb.com

          Comment


          • #6
            I will have to check this here with DE.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #7
              I use interpolation a lot for stills... but have been reluctant to use it for animations because of the warning about flickering in the VRay Help Docs:

              Reflect interpolation

              These determine the options for the interpolation of glossy reflections. They are very similar to the options for the irradiance map. Note that it is not recommended to use interpolation for animations, since this may cause severe flickering.

              Comment

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