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Can anyone diagnose the cause of all the dirty marks on the materials?
Lowering the translucency helped a lot, but I don't know if that's the
actual cure or something else. Thanks.
Mike
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Attachments:
Download 'clipboard-2.png' (1055 KB)
Preview of image 'clipboard-2.png'
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On 2/5/2018 3:31 PM, Mike Horvath wrote:
> Can anyone diagnose the cause of all the dirty marks on the materials?
> Lowering the translucency helped a lot, but I don't know if that's the
> actual cure or something else. Thanks.
>
>
> Mike
Global settings:
#if (Use_Radiosity = true)
#include "rad_def.inc"
global_settings
{
assumed_gamma 1
adc_bailout 0.005
max_trace_level 8
ambient_light 0
radiosity {Rad_Settings(Radiosity_Default, 1, 1)}
#if (Use_SSLT = true)
mm_per_unit 0.4
subsurface
{
samples 5, 5
// samples 400, 40
radiosity true
}
#end
}
#else
global_settings
{
assumed_gamma 1
adc_bailout 0.005
max_trace_level 8
ambient_light 1
}
#end
Surface finish:
#declare lg_translucency = <0.01,0.01,0.01>;
finish {
ambient 0
#if (lg_quality > 1)
diffuse 1
brilliance 1
phong 1
phong_size 40
reflection { 0.025 falloff 1 exponent 1 }
#if (Use_SSLT = true)
subsurface { translucency lg_translucency }
#end
#end
conserve_energy
}
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Le 18-02-05 à 15:36, Mike Horvath a écrit :
> On 2/5/2018 3:31 PM, Mike Horvath wrote:
>> Can anyone diagnose the cause of all the dirty marks on the materials?
>> Lowering the translucency helped a lot, but I don't know if that's the
>> actual cure or something else. Thanks.
>>
>>
>> Mike
You need to increase the samples count.
>
> Global settings:
>
>
> #if (Use_Radiosity = true)
> #include "rad_def.inc"
> global_settings
> {
> assumed_gamma 1
> adc_bailout 0.005
> max_trace_level 8
> ambient_light 0
> radiosity {Rad_Settings(Radiosity_Default, 1, 1)}
> #if (Use_SSLT = true)
> mm_per_unit 0.4
> subsurface
> {
>// samples 5, 5
// try this :
samples 10, 10
// or this :
samples 12, 8
> // samples 400, 40
> radiosity true
> }
> #end
> }
> #else
> global_settings
> {
> assumed_gamma 1
> adc_bailout 0.005
> max_trace_level 8
> ambient_light 1
> }
> #end
>
>
> Surface finish:
>
> #declare lg_translucency = <0.01,0.01,0.01>;
>
> finish {
> ambient 0
> #if (lg_quality > 1)
> diffuse 1
> brilliance 1
> phong 1
> phong_size 40
> reflection { 0.025 falloff 1 exponent 1 }
> #if (Use_SSLT = true)
> subsurface { translucency lg_translucency }
> #end
> #end
> conserve_energy
> }
You don't need "#if (Use_SSLT = true)". If SSLT is not enabled in the
global_settings{...} block, then the subsurface{...} block have no
effect and get ignored.
You should use reflection{0.025 fresnel}, or slightly higher, and set
the IOR to around 1.5.
Just after the end of the finish block, add :
interior{ior 1.5}
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Good tips! Thanks!
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Am 05.02.2018 um 21:31 schrieb Mike Horvath:
> Can anyone diagnose the cause of all the dirty marks on the materials?
> Lowering the translucency helped a lot, but I don't know if that's the
> actual cure or something else. Thanks.
Due to its inner workings, SSLT /per se/ is prone to high-frequency
noise, that may sometimes exhibit a pattern. However, what I see in the
image appears block-ish (on the wide red wall) or blotch-ish (left sides
of the pieces making up the "DFC." writing), which strongly points
towards radiosity as the culprit.
Using more pretrace steps will probably help. Also, make sure to use
"always_sample off" (the default as of v3.7).
As for SSLT, at the size you're rendering, I doubt that subsurface
scattering will make much of a difference. Most LEGO bricks are not very
translucent. The lighting situation (comparatively strong diffuse
illumination from all sides, very few shadows visible) is also a
situation where SSLT would have little prominent effect.
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Am 06.02.2018 um 00:52 schrieb Alain:
> You should use reflection{0.025 fresnel}, or slightly higher, and set
> the IOR to around 1.5.
For most LEGO materials, a refractive index of 1.6 is closer to the mark.
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On 2/6/2018 4:40 AM, clipka wrote:
> Am 05.02.2018 um 21:31 schrieb Mike Horvath:
>> Can anyone diagnose the cause of all the dirty marks on the materials?
>> Lowering the translucency helped a lot, but I don't know if that's the
>> actual cure or something else. Thanks.
>
> Due to its inner workings, SSLT /per se/ is prone to high-frequency
> noise, that may sometimes exhibit a pattern. However, what I see in the
> image appears block-ish (on the wide red wall) or blotch-ish (left sides
> of the pieces making up the "DFC." writing), which strongly points
> towards radiosity as the culprit.
>
> Using more pretrace steps will probably help. Also, make sure to use
> "always_sample off" (the default as of v3.7).
>
>
> As for SSLT, at the size you're rendering, I doubt that subsurface
> scattering will make much of a difference. Most LEGO bricks are not very
> translucent. The lighting situation (comparatively strong diffuse
> illumination from all sides, very few shadows visible) is also a
> situation where SSLT would have little prominent effect.
>
Yeah, my mistake. I will turn it off.
Mike
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