Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 17-12-2005 , 09:19 PM
Subscriber
Join Date: Aug 2004
Posts: 515

problems with hdri

trying to get some renders right, why is the color so cloudy in this hdri render?

im trying to get a real sharp relfection

user added image


First year 3D Grad
# 2 17-12-2005 , 09:26 PM
magicsy's Avatar
Subscriber
Join Date: Oct 2005
Location: Leeds
Posts: 1,154
its your final gather i think the blur is artifacts try googling about final gather.
you have to increase rays or mess with the min n max radius.user added image

# 3 17-12-2005 , 09:54 PM
Subscriber
Join Date: Aug 2004
Posts: 515
i increased the rays to 500
and i made the min radius .3 and the max 8 and still no difference(looks worse)


First year 3D Grad

Last edited by Turbo Dan; 17-12-2005 at 09:57 PM.
# 4 18-12-2005 , 04:51 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Dude this is a common prob in MR basically because theres not enough literature on it. But...

The min and max radius settings are pretty much 10% (roughly) of your scene scale. Best way to work it is to put in a plane and scale that to your scene size, then take the settings from that. So if its scaled to 100 x and z, your min radius would be 1 and max 10.

These are pretty much the right numbers. The max radius is done first out of them then this way you calculate the min radius (10% of max) otherwise without these adjustments Maya is automatically figuring it out hence the dirty appearance. This will result in a cleaner render. You can lower the figures but they have to have the 10% difference of the two, you can then increase your final gather rays. This SHOULD work, honestly.

Cheers
Jay

# 5 18-12-2005 , 05:58 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
yes, like J says, its correct.
another way to calculate your min/max
is to create a distance node and find the length of your car, then divide that number by 10, for max, then dive that result by 10 again for min.
also, when min/max are left at 0, MR automatically calculates the min max, and u can see its numbers by changing the progress message to detailed message in the output window.

# 6 18-12-2005 , 06:03 PM
Subscriber
Join Date: Aug 2004
Posts: 515
a lot of great info, thanks guys :bow:


First year 3D Grad
# 7 18-12-2005 , 06:41 PM
Subscriber
Join Date: Aug 2004
Posts: 515
update, alright im still doing something wrong.

i measured the car exactly using the measure tool and it came to be 24.xx
so then i set the min and max to .2 and 2.4x

rendered and i got this

if i put the settings any lower maya freezes under render

looks like the car is driving through a disco

Attached Images

First year 3D Grad

Last edited by Turbo Dan; 18-12-2005 at 06:47 PM.
# 8 18-12-2005 , 07:05 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Turbo Dan

Can you give me a run down of whats in the scene please.

Cheers
Jay

# 9 18-12-2005 , 08:52 PM
Registered User
Join Date: Jul 2002
Posts: 47
Turbo Dan anychance of providing the scene file , take the car out if needed just slip a cube in it's place scaled to the car dimentions, so we can see the full settings, would be easier then to hep you out with the scene to render with exact settings you have got

just a thought on a way for us to help

# 10 18-12-2005 , 09:10 PM
Subscriber
Join Date: Aug 2004
Posts: 515
does this help at all?

user added image


First year 3D Grad
# 11 18-12-2005 , 09:11 PM
Subscriber
Join Date: Aug 2004
Posts: 515
this is what i get when i render that with thoes settings

Attached Images

First year 3D Grad
# 12 18-12-2005 , 09:25 PM
Registered User
Join Date: Jul 2002
Posts: 47
ya know last time i saw that effect was when i was messing with a GI render,

are you just using IBL or are you useing GI as well ?? plucking at straws trying to think of the cause user added image

# 13 18-12-2005 , 09:51 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Dont use IBL with FG its defeating the purpose. FG and GI is fine together with a mapped Sphere or FG with a mapped sphere. But do IBL on its own. That sphere is huge, make it smaller too, save on render time too. Any lights in the scene that arent showing? You wont need those for fg.

Jay

# 14 18-12-2005 , 10:33 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
that definately looks like too few photons using global illumination... so check your light, if you have one.

# 15 20-12-2005 , 03:56 AM
Subscriber
Join Date: Aug 2004
Posts: 515


First year 3D Grad
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads