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What Material Component Leads to Ray Epsilon Issues?

Posted: Sat Oct 21, 2017 11:38 am
by Notiusweb
What material component leads to Ray Epsilon issues?
I know when we see tears or pixelations it can be fixed by increasing or decreasing the ray epsilon slider.
But is it known specifically what component(s) of a material is/are generating the ray epsilon interaction that needs to be adjusted, in the first place?
Or, is it the UV makeup of the underlying mesh?
:?: :roll: :?:

Re: What Material Component Leads to Ray Epsilon Issues?

Posted: Sat Oct 21, 2017 11:52 am
by FrankPooleFloating
It's been my impression that this is not some kind of moiré effect etc, but rather specifically a scale issue that creates those, when the size of subjects in front of camera are out of whack with the RE settings.

Re: What Material Component Leads to Ray Epsilon Issues?

Posted: Sat Oct 21, 2017 11:10 pm
by Lewis
So does anyone know to explain systme/strategy how to use it correctly ?

I have room interior and small objects inside but i'm looking through window into distant island which is 500m away and sun is going behind him (Octane system).
So how do i avoid ray epsilon errors in that case when i have small (decorative glass in room inside) and big objects (500m away and big island) in scene ?

Thanks

Re: What Material Component Leads to Ray Epsilon Issues?

Posted: Wed Nov 08, 2017 6:54 pm
by artech7
I usually just leave it default (unless there is an issue right away). Then I will increase it until those artifacts are gone. This may create a problem with objects closer to the camera, however, I have hard large scale scenes (think 100s of kilometers) and still managed to get things to look right.

So, the take away from this, is to increase the RE amount until all of the moire effect is gone. If you need to tweak it more for things in the background, do so until the effect is done. I don't recommend increasing it to the max extent.

I also think this is based more on object/scene scale rather than material settings.