at least that guy didn’t get the green blobbies.
anyway, choosing GI to ignore glossy rays for the problem material seems to work fine.
at least that guy didn’t get the green blobbies.
anyway, choosing GI to ignore glossy rays for the problem material seems to work fine.
are u usin vray framebufer? they r either green or red depending on the framebuffer… :?
no, not vray framebuffer. We’ve had too many problems with it. I’ll wait till it’s updated.
that s why urs are green…
any way the problem might be the same as in that thread…therefore the solution might be the same…
just my 2 cents… ![]()
Just ran into the same issue, lowering the fog color from 255,255,255 to 254,254,254 in my frosted glass seems to have fixed it, in general when working with glossy reflection, refraction and translucency, color values of 255 are evil and should be avoided.
I’m not using fog color in this case. I find fog color can be difficult to match colors. When I tried that same exact color, which is pretty much the color of the lighter backgrounds here, almost a neutral yellow-green, it rendered out blue.
I’m not quite sure how to use fog color yet for something like that. From the documentation I’ve found, it seems that you would only use fog color if you wanted to simulate changing of thickness.
Otherwise i wouldn’t see why you would use it. Am I wrong about that?
I was told to get a new build, but didn’t recieve one. I assume they thought this may be a known bug. Well, it’s a known bug now.
Don’t use glossy refractions along with global illumination.
My solution in the meantime sucks, but it works. I excluded the objects with that material from the GI calculations. Then I had to stick an output map in the diffuse slot and another map in there to tell it the color to use. I edited the output to be 5.5 and it ended up to be about the same color and brightness as it was With the GI.
It doesn’t work perfect as the objects behind the glass (which are just planes by the way) don’t have exacly the same values. They end up a bit daker, but at least it’s not a completely different color.
Hopefully that helps somebody actully render.
hum?
who told u that?
why is that?
i told u vlado suggested a fix for a similar problem in another thread wich must work for u…i think its way much simpler than ur aproach…
it s ur call man :?
I deleted the PM already, so i’m not sure what her name was. It started with a C.
Anyway, this is an animation where there are some moving objects, so precalculating the LC isn’t really feasible. It didn’t work so well.
Vlado, in that post said to request a new build, but said he wouldn’t recommend it too. They just seem too busy. I may request it one more time, but don’t want to be annoying. I’ve got several more projects where they are asking for the same thing.
It’s just really annoying to have to exclude the objects from GI because then you have to add it back with a manually brightened material. It’s hard to match.
it is… just use the flythrough mode save to a file and re-use it… :?
again u could have it so much simpler…
please don’t blame the software…
I was under the impression that the flythrough mode didn’t work very accurately when objects were moving about the scene, but rather works best when only the camera is moving.
Is the help file misinforming me?
dont worry your correct. im guessing he missed the fact that you have moving objects
ermmmm… ![]()
hehehe
well u could if u compose it…
anyways…sorry but it s just one of those days… when i fell like that sucka on tha Mac on Da_elf s avatar! :lol:
Making a composition will accomplish almost nothing here. If you look at the main image in the first couple posts…its all of those things moving. They are doors/drawers opening and closing with things going in and out.
since that’s the majority of the image it wouldn’t be worth my time to composite.
Usually yes, but in this case I would say it’s not worth it unless the animation was really long. It’s only about 500 frames or so.
I have an arm comming in and out…that’s seperate, as are some of the clothes.
yes i was aware of that, nevertheless i remember u could simply pre calculate ur light with no glossys on ur transparent objects and switch to the original material when rendering the final shot re using ur light solution…?
simple as that…?
It was easiest just to turn off GI for the objects and adjust the material to simulate the light by brightening the material. It’s a value of 5.5, but nonetheless, it looks ok.
regardless of if you have altered the fog setting values of 255 (even the default white) are bad when using glossy refraction.
I’m not quite sure I understand that last one ReRender. Can you explain that a bit more?
It sounds like you are saying not to have the fog setting at it’s default value?
i just left it alone as it always causes me problems. Do I need to change something there?
yep, if using glossy refraction and LC it is a good idea to drop the fog color from the default 255,255,255 to 254,254,254.
Here’s a little tool to do it en masse http://www.chaosgroup.com/forum/phpBB2/viewtopic.php?t=10602&highlight=clamping
kinda makes me wonder why you can go white at all with light cache.
Everyone everywhere seems to say never to have 255,255,255 for Anything when using Light cache.
You’d think they would automatically clamp all the colors when choosing to render with light cache at all. thanks for that tip.