Its the intensity of the pixel/ray. You can check the pixels intensity in the VFB. In example if you set a light Multiplier to 30 and you render that light you will get intensity value of 30 for the pixels in the light itself and if you set Max ray intensity to 15 the GI, Reflection and Refraction rays generated from that light will be cut to 15. So no mater how high you set your light multiplier, Max Ray Intensity will cut its GI, Reflection and Refraction rays to 15. I hope this helps.
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Originally posted by Zdravko.Keremidchiev View PostIts the intensity of the pixel/ray. You can check the pixels intensity in the VFB. In example if you set a light Multiplier to 30 and you render that light you will get intensity value of 30 for the pixels in the light itself and if you set Max ray intensity to 15 the GI, Reflection and Refraction rays generated from that light will be cut to 15. So no mater how high you set your light multiplier, Max Ray Intensity will cut its GI, Reflection and Refraction rays to 15. I hope this helps.
Thanks for these additional informations, that definitely helps !
A last question, to be sure I understand: now if my lights intensity is, let's say, 10. Setting Max Ray Intensity to 20 won't have any impact, right ? since the "cutting" value is above the initial value ... so I should set Max Ray Intensity to 5 for example to get it working, no ?
Again, please excuse my insistance about understanding ... we regularly face the jaggies problem on high intensity reflections / hightlights, and I'd really like to know how to efficiently get rid of this.
Big thanks againNicolas Caplat
www.intangibles.fr
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Hello!
I did some quick tests here. I guess the jaggies are just the result from trying to fit the bright pixels of the hightlight next to the darker pixels where the highlight dims. Using larger resolution will produce better result because there will be more pixels inbetween for interpolation. Another solution is to change the BRDF type in the material setting and see what comes out. Here's how it looks in my tests.
They say Ward is best for metal surfaces and the results confirm it in this case. Was this helpful for you?
Best regards,
MargaritaMargarita Stoeva | chaos.com ​
Chaos QA (V-Ray for 3ds Max)
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now if my lights intensity is, let's say, 10. Setting Max Ray Intensity to 20 won't have any impact, right ?
but the jagged reflection remains
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Thanks to both Margarita and Zdravko for the additional tests / informationsNicolas Caplat
www.intangibles.fr
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Originally posted by etown View PostI'm still experiencing those jagged edges on metals and other highlight producing materials that I can't seem to get rid of with default settings. Will there be a fix for this in the future?Dmitry Vinnik
Silhouette Images Inc.
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I would rather not have to add a glow effect to all my metal edges since that would look unnatural. I tried upping the Lanczos filter, but then everything in the render becomes blurry so that won't work. It would be nice if there was a solution to this is the future.
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My suggestion was to add as less Lens Effects as possible, just 1 or 2 rows of pixels round the jagged ones. This will not look like a Lens Effects al all, with proper settings it will only smooth out the jaggies and nothing else. The same thing will also happen in nature, every extreme intense reflection is blurred more or less.
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Guys if you are going to start pixel-peeping like this you need to:
1) Understand how those jagged edges are caused in the first place. Read up on how antialiasing filters actually work, and how float values translate to sRGB.
2) Look at how a real camera deals with very bright highlights (tip: it's glare, as suggested in this thread) and just how soft focus can be when you're zoomed into 1600%.
If you are unwilling to use glare/bloom or similar, you will have jagged edges on very bright highlights UNLESS you clamp the output. If you are after 100% photorealism; use glare.Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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Originally posted by Macker View PostGuys if you are going to start pixel-peeping like this you need to:
1) Understand how those jagged edges are caused in the first place. Read up on how antialiasing filters actually work, and how float values translate to sRGB.
.Jez
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