Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 13-06-2005 , 08:08 PM
DJbLAZER's Avatar
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Get rid of noise with final gather!?

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?

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# 2 13-06-2005 , 08:10 PM
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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.

# 3 13-06-2005 , 11:27 PM
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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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# 4 14-06-2005 , 10:30 PM
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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?

# 5 14-06-2005 , 11:19 PM
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those settings are like mine, just lower quality.. so they wont do any good...

It' modelled. A cube with a bunch of cylinders.

# 6 15-06-2005 , 01:13 AM
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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.



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# 7 15-06-2005 , 09:38 AM
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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!

# 8 15-06-2005 , 10:22 PM
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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.

# 9 16-06-2005 , 05:33 PM
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I dont get this!!!!! How the !¤#*#"! 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?

# 10 16-06-2005 , 07:02 PM
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Any chance you can send me the scene file? Will try to help troubleshoot this.



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