For any other noobs like myself out there, here’s another reason for getting ‘overbright mat’l’ errors - having the same map in two different materials with a slightly different colour map setting in each material (output tab - mat’ls editor).
Not that I would do such a stupid thing and then spend hours running round in blind panic afterwards… :roll:
mcvltd, as i mentioned, you were right about the output values being a problem.
but i have also discovered something else that consistenly gives me overbright errors - using a refract glossiness amount less than 1.0.
this has come up in a number of projects recently and i would like to know if there is some way to use glossy refractions without getting the overbright disco effect. maybe it’s a combination of other settings in my scene, but in this case, i kept hiding pieces and re-rendering until i discovered that all the problems occured when that railing material was in the scene. i ended up killing the glossy refraction and everything is back to normal.
i would really love to hear any tips on how to avoid this problem because i would like to use the “frosted glass” effect, but so far it’s just been causing huge problems.
This should be easy to fix if you disable refractive GI caustics or make the frosted glass objects invisible to GI or check their “affect shadows” option.
i’ll try these suggestions. i’m not using caustics. but if i make the object invisble to GI that will probably work. i’ll post back when i’ve had a chance to test it.
1.47 had serious problem with the refraction Glossy less than 1.0. There is no need to look for any further. That is the answer.
That was discussed long time ago. Recommend to migrate to VRay 1.5