Get rid of noise with final gather!?
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Hey,
as you can see I have some noise in my pic, rendered with Mental Ray. I've tried a bunch of settings, but I can't get rid of them. I've tried: Anti-aliasing min,max 1,3 Filter: Mitchell contrast threshold 0.01 max settings for raytracing Final gather rays up to 3600 increasing the min and max radius but still no luck (and now we're talking like 8 hours render time). Any ideas? |
hm.. I just thought of something.. maybe its my HDRI thats causing the spots. It's a sky with clouds. I'll try another one and get back to ya.
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nope, that was not it. This is with a totally white environment. So anyone have any ideas which settings to fiddle with?
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When I use final gather, my settings are...
Anti-aliasing min,max 1,3 Filter: triangle Contrast threshold 0.100 Settings for Raytracing... Reflect 2 Refract 2 Max Trace depth 4 Shadow Trace Depth 2 Scan Line-On Faces-Both Final Gather Rays 761 Min, Max radius 24, 240 Hope this helps out. By the way, how are you getting the lego effect. Is it modeled, or is it a bump map? |
those settings are like mine, just lower quality.. so they wont do any good...
It' modelled. A cube with a bunch of cylinders. |
Do you get that with just a flat shader too? Trying to determine if it connected to the texture map or not. It looks like a photoshop cloud render to me.
The only other thing that comes to mind is a problem with face/vertex normals. But I think that would be more evident in contrast. |
It's just a plain lambert...so can't be the texture.
I know that you often get noise with Final Gather, but usually you can resolve them by increasing some of the settings. But this I can't get rid of.... very annoying. Damn you MR! |
Actually it was a blinn. And when I changed to lambert it rendered out fine. Also with a blinn with no hightlight, specularity and reflectivity it rendered fine. So it has to do with that obviously. I'll think I'll have a final render done tomorrow, so check the 'Finished Work' tomorrow.
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I dont get this!!!!! How the !ยค#*#"! could the noise show up in totally different places and different strength when rendering in different resolutions? The 320x240-render doesn't look at all as the 1600x1200? Not easy to fix this if it's random! Any ideas?
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Any chance you can send me the scene file? Will try to help troubleshoot this.
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