zulu9812 opened this issue on Aug 19, 2005 ยท 12 posts
zulu9812 posted Fri, 19 August 2005 at 1:21 PM
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
zulu9812 posted Tue, 23 August 2005 at 8:01 AM
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
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.)