problem of bright dots

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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alberto
Licensed Customer
Posts: 15
Joined: Mon Jun 14, 2010 11:06 pm

Hi,
this is pcture of 25000 passes with only sunlight and 4 materials inside hte scene.
1) matte white
2) is tile (bottom of swimming pool
3)wood
4) window

The rendering is made inside max 2013 with octane 1.0 offical relase, with the pacth tracing engine

i have no idea why ther's so many bright dots.

... good mornin to everyone.

Alberto
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loft002.jpg
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

Just use hotpixel tool to remove them.
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

alberto wrote:Hi,
this is pcture of 25000 passes with only sunlight and 4 materials inside hte scene.
1) matte white
2) is tile (bottom of swimming pool
3)wood
4) window

The rendering is made inside max 2013 with octane 1.0 offical relase, with the pacth tracing engine

i have no idea why ther's so many bright dots.

... good mornin to everyone.

Alberto
Try to set caustic blur to 0.2 or more and(or) set kernel to PMC.
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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

why caustic blur let pass the sunlight?

set to zero it blocks the light set to any number the light start to pass through.

It works like a filter that blocks caustics or let pass them? Works only on specular mats?

It is not clear for me yet.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
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suvakas
Licensed Customer
Posts: 503
Joined: Sun Jun 12, 2011 10:26 am

The way I see it, it's like a "shortcut" fo caustics calculations.
Greater blur value = less accurate caustics, but faster converge time. Leaving it to zero doesn't block light, it just takes waaaay longer to calculate.

Suv
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