|
|
Slime nous apporta ses lumieres en ce 2005-07-09 01:11:
> This is nice. If I may make a few suggestions:
>
> - Lower your anti-aliasing threshold; there are some noticeable aliasing
> artifacts in the reflection and on the bottom of the sphere.
> - You can see the area light sampling bands on the floor. You can eliminate
> this by bringing up the number of area light samples. Be sure to use
> "adaptive 1" so that higher sampling is only done in the partially-shadowed
> areas. If you're worried about this making the media render slowly, you
> might consider using two separate area lights: one for the media and one for
> the solid objects, by using light_groups.
> - The media itself has some banding problems. If you bring up the number of
> media samples ("samples 20" for example), this could be reduced.
> - Finally, you might consider doing something to hide the abrupt ending of
> the ceiling towards the edges of the scene. Maybe add walls, or make the
> ceiling go farther out.
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
Using adaptive 0 may be suficient. Try an area_light aray of 17*17 or 33*33 or even
65*65. Adding
jitter 1 may help but get less improvement when using denser arays.
I agree on more samples in the media, avoid using more intervals when using method 3
(the default)
as it dramaticaly increase the render time. 100 samples is faster than 10 intervals!
Alain
Post a reply to this message
|
|