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Weird Shadow?

Posted: Wed Dec 09, 2015 10:20 pm
by Mugz
Anyone know why I have this obnoxiously fake shadow no matter what Import or use for geometry? It stays like this no matter what exposure or gamma setting I use and it's like this for every render! I don't understand what is happening here?

Below is the same image at different exposure settings to highlight the problem. I dont get it because if I import anything into the stand alone it's perfect but for some reason in rhino this is what is below EVERY object so I can never render anything here...

Thanks

Re: Weird Shadow?

Posted: Wed Dec 09, 2015 10:22 pm
by formatio
Hi

How big are those balls?

Re: Weird Shadow?

Posted: Wed Dec 09, 2015 10:30 pm
by Mugz
Large one is 14mm

Re: Weird Shadow?

Posted: Wed Dec 09, 2015 10:33 pm
by formatio
Hmm - if the scene is lit with hdri - try to mess with it's gamma slider.
My first guess was also epsilon slider - but if balls are 14mm that should not be the case (won't hurt to try thou)

Re: Weird Shadow?

Posted: Wed Dec 09, 2015 10:37 pm
by face_off
For a scene that small you will need to use a very small ray epsilon (0.00001). https://docs.otoy.com/Rhino/?page_id=437

Paul

Re: Weird Shadow?

Posted: Wed Dec 09, 2015 10:52 pm
by Mugz
Yup that fixed it thanks guys, I had to set it to .0001 but now I'm getting this craziness... Could octane be any LESS intuitive...

Re: Weird Shadow?

Posted: Wed Dec 09, 2015 11:03 pm
by face_off
Looks like you need to reduce the GI Clamp. Pls refer to the Octane Note link in my signature.

Paul

Re: Weird Shadow?

Posted: Thu Dec 10, 2015 1:07 am
by prehabitat
face_off wrote:Looks like you need to reduce the GI Clamp. Pls refer to the Octane Note link in my signature.

Paul
great FAQ Paul; don't think I've looked at this for a while:

what does this mean 4) Reduce Kernel->GI Clamp (Try 1. Otoy recommend a GI Clamp of ~10-100x the inverse of the exposure) ??

can you give a real-world example (ie with a usable exposure?)

Re: Weird Shadow?

Posted: Thu Dec 10, 2015 4:23 am
by face_off
what does this mean 4) Reduce Kernel->GI Clamp (Try 1. Otoy recommend a GI Clamp of ~10-100x the inverse of the exposure) ??

can you give a real-world example (ie with a usable exposure?)
If you have exposure = 10, then GI Clamp would be 1-10. In general, I think people start with exposure at 1, so the GI Clamp starting point would be between 10 and 100.

Paul

Re: Weird Shadow?

Posted: Thu Dec 10, 2015 5:02 pm
by Micha3D
Mugz wrote:Yup that fixed it thanks guys, I had to set it to .0001 but now I'm getting this craziness... Could octane be any LESS intuitive...
I ask me what the reason for the noise is. You get the noise by changing the ray epsilon only? So far I understand the GI clamp cut the light calculation. But maybe it's better know the reason - to much contrast by tiny high intensive lights at the HDRI env? Or is it caused by the small ray epsilon?