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Hotpixel on Complex mesh
Posted: Fri Jun 17, 2011 10:40 am
by Kerro Perro
After many many satifying renders i'm having a problem in a project in creating complex structures with ICE:
I just keep getting unremovable (in Octane) hotpixels.
I've meshed the whole instance pointcloud, made the material non-glossy, nothing seems to work
The odd thing is that when i tried an earlier, slightly less complex (but higher poly...) structure i had no problem whatsoever.
Anybody know what might be causing this? Or failing that how to remove them effectively in post-pro?
Re: Hotpixel on Complex mesh
Posted: Fri Jun 17, 2011 6:31 pm
by Kerro Perro
Ok more testing: the problematic structures were made with very low poly instanced geometry so it wouldn't choke on export (one of the earlier tests turned out te be 60 million polys wich might have been pushing things slightly

) so i've tried less instances but higher poly gemeotry - current structure is about 900.000 polys - and now it's completely fine.
Will re-test more later, have to go out now, i have noticed that a material macro (nikel) i used made things worse...
Re: Hotpixel on Complex mesh
Posted: Wed Jun 22, 2011 12:16 pm
by Kerro Perro
Well i've rendered the problematic structure again and this time the hotpixels were minimal.
So it must have been the LiveDB material that caused the problem as that is the only changed factor. The material i used was Nikel.
Anybody have any thoughts as to why some materials can cause more hotpixels?
I also must say i'm a bit dissapointed at the total lack of any reply on my questions - not even a RTFM

Re: Hotpixel on Complex mesh
Posted: Wed Jun 22, 2011 12:24 pm
by face
Maybe there are some glossiness and/or reflection settings which produces the hotpixels...
face
Re: Hotpixel on Complex mesh
Posted: Wed Jun 22, 2011 12:35 pm
by Kerro Perro
Hi face, thanks for replying
Yeah i checked the settings on the material called "Nikel (original)" and it had it's specular setting turned way up (over 0,9) and it's roughness way down (about 0.02) so i guess that was just too many bounces with the complex mesh.