Fri, Nov 29, 5:40 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: Wierd line in this IBL render


zulu9812 ( ) posted Fri, 19 August 2005 at 1:21 PM · edited Fri, 29 November 2024 at 5:37 PM

file_285428.jpg

I hope that you can make out the line. It's running across the bridge of the nose: it's most obvious underneath the left-hand (your perspective) eye. It's an ABO+IBL render, with raytracing and texture filtering turned on. Can anyone advise me on how to get rid of this line?


maxxxmodelz ( ) posted Fri, 19 August 2005 at 1:51 PM

First try increasing the AO bias, and disable texture filtering. Texture filtering is a resource hog, and I really don't see anything in this render that would require it. Perhaps also try changing Post filter type to gaussian, with filter size of 2, and reduce min shading rate to around 0.4 or less. A screencap of your current render settings might help as well.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


xantor ( ) posted Fri, 19 August 2005 at 2:22 PM

Is that rogue trooper?


zulu9812 ( ) posted Fri, 19 August 2005 at 4:49 PM

@xantor: it certainly is! Do you think I got the skin tone and eyes right? cheers maxxxmodelz, that stuff worked a treat :b


xantor ( ) posted Sat, 20 August 2005 at 6:06 AM

Yes, the skin tone and the eyes look right. it is very good.


zulu9812 ( ) posted Tue, 23 August 2005 at 8:00 AM

file_285431.jpg

With this image (still an IBL render), there are no lines - but blotches. I believe that this is caused by the Ambient Occlusion wacro in the material room; since the figure on the left (with ambient occlusion) has the blotches, whilst the figure on the right (with no AO material room adjustment) has no blotches.


zulu9812 ( ) posted Tue, 23 August 2005 at 8:01 AM

file_285434.jpg

here are my render settings


zulu9812 ( ) posted Tue, 23 August 2005 at 10:30 AM

I should also point out that these blotches happen with shadows on and off


maxxxmodelz ( ) posted Tue, 23 August 2005 at 11:12 AM

Hi. Yes, that's caused by the ambient occlusion. The reason they still appear with shadows turned off is because the occlusion itself is not controlled by shadows, but raytracing. The solution here is to increase the min bias for the occlusion node you used on the material. It may only need to be increased a little, or a lot... you'll have to experiment with that. Increasing the bias to just the right amount should make this go away. Also, use "smooth polygons" in your render settings, which will also help this a bit by smoothing out some of the harsh angles that may be present in the mesh.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


maxxxmodelz ( ) posted Tue, 23 August 2005 at 11:15 AM · edited Tue, 23 August 2005 at 11:18 AM

Oh, and also you can lower your pixel samples to 4 or 5 instead of 6 (which is probably a bit high for this scene). Your max texture size might be somewhat high as well. This has nothing to do with the occlusion problem though.

Message edited on: 08/23/2005 11:18


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


xantor ( ) posted Tue, 23 August 2005 at 2:05 PM

The max texture size is a bit high for scenes like this, they don`t really need textures that big.


AntoniaTiger ( ) posted Wed, 24 August 2005 at 1:23 AM

It looks the wrong shape of blotch to be anything to do with the Min Displacement Bounds setting, but if you're using Displacement Maps a too-low setting can lead to more angular blotching. That can also be adjusted for the figure or body-part, as well as the scene as a whole. (And displacement maps are one way of getting a visible step at the boundary between cloth and skin.)


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.