Hello. I'm working on 3ds max 2011 and when renderig the visible hot pixels. Despite setting a high sampling rate to 16,000 are still clearly visible white dots. What I am doing wrong? are there any special settings to luminous objects? I do not want to use the option of removing these pixels because it softens the image.
I apologize for my language, I'm using Google Translate.
hot pixel problem :(
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Fireflies are a normal occurrence in scenes like yours, they appear when there are a lot of shiny objects in the scene.
You can use the PMC kernel instead of the path tracing kernel. It generally converges a bit slower but is suffers much less from fireflies. You can also increase the roughness of some objects in the scene.
If you need a clean render faster, you can use the direct lighting kernel with diffuse-only indirect light. This will however not render any caustics.
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Roeland
You can use the PMC kernel instead of the path tracing kernel. It generally converges a bit slower but is suffers much less from fireflies. You can also increase the roughness of some objects in the scene.
If you need a clean render faster, you can use the direct lighting kernel with diffuse-only indirect light. This will however not render any caustics.
--
Roeland
hotpixel also occurs in simple scenes: (
teapot test.zip - 3dsmax2011 file
teapot test.zip - 3dsmax2011 file
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I don´t know many about Max, but normal the unit you choose is all the same.
A vertex at 1,1,1 can be mm, cm or m and is ever located on 1,1,1.
I think you will see it if you export it as obj.
When the unit is different, the position should be different in the file.
Try to scale the scene down by factor 100.
Maybe i´m wrong and the plugin scaled the scene internal...
face
A vertex at 1,1,1 can be mm, cm or m and is ever located on 1,1,1.
I think you will see it if you export it as obj.
When the unit is different, the position should be different in the file.
Try to scale the scene down by factor 100.
Maybe i´m wrong and the plugin scaled the scene internal...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
explanation: if you place an emitter (partly) inside a closed surface like a wall, it'll still emit light _inside_ the wall, and thus octane needs a lot more time to calculate the image to a certain noise level - even if you won't ever see that inside light. remember that meshes are not solid but just surfaces...danyz wrote:I did not think that this can be a problem.Thank's:)
„The obvious is that which is never seen until someone expresses it simply ‟
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1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
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