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/3/ - 3DCG


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File: 228 KB, 1920x1440, 01b.jpg [View same] [iqdb] [saucenao] [google]
368886 No.368886 [Reply] [Original]

Hello /3/
i've encountered a little problem while lighting my bathroom scene and i come here seeking your help. Made in 3dmax with mental ray.
the scene is lit with 2 free photometric lights placed behind frosted glass that is supposed to scatter it across the room. I've tried arch n design frosted glass and a physical sss material.
now for the question : how do i get rid of those white rectangle artifacts and the dark area on the corner ? what causes these ? how should i set up the glass material ? i've tried messing with fg settings. i've noticed the problems dissapear when i remove the glass from the lamps. that could be the easy way out but i want to learn how to properly make lights scattered by glass.

>> No.368888

fix those areas in photoshop. Pros do it for every image in actual production

>> No.368891

I see you uploaded it as a jpeg but was it rendered as one? did you try png? Does it show only in the final render or does it show in the editor, too; because file extensions often mean the difference. Like sky pixels in photographs.

>> No.368892

>>368888
also that
you don't really need Photoshop of course
I use Paint.NET for smaller things like that

>> No.368904

>>368888
the easiest way out but it wont work here. this is not close to finished. the more detail i add the more of those appear. i will be also changing the tiles alot to see which ones fit.
>>368891
no. was rendered as tiff.

like i mentioned. the problem lies somewhere in the light / glass material setup, when i remove the glass in front of the light source these things dissapear. i didn't post settings for the materials because it's default arch n design frosted glass. tried tweaking some settings but that didn't help. same with final gather settings.

>> No.368905
File: 201 KB, 1422x1044, hlp.jpg [View same] [iqdb] [saucenao] [google]
368905

i provide you with the light itself. green object is the solid frame and the red one is the frosted glass. also light setup.

>> No.368938
File: 202 KB, 1920x1440, 01c.jpg [View same] [iqdb] [saucenao] [google]
368938

Here is one w/o the glass in the lamps. the white artifacts are gone. id still be interested in learning how to make glass for that purpose. for now i will keep working under these lights.

also, there is still the dark area one the corner. can't figure out what is causing it.

>> No.368941
File: 143 KB, 1920x1440, 01d.jpg [View same] [iqdb] [saucenao] [google]
368941

diffrent angle. you can see the lights in the ceiling.

>> No.368943

nobody can even tell dude just move on

>> No.368962

Have you bumped up your sampling rate? Also, have you looked at your shader settings for light bounces and the amounts of time that lights are allowed to pass through objects? First look at your sampling though, 99% of the time, sampling fixes this issue. If you are using GI and FG, then just up those settings as well

>> No.368993

>>368886
i think you should do portals

>> No.369020

>>368886
why is the toilet paper near the sink?

>> No.369046

>>369020
Exercise in the bathroom.

>> No.369133
File: 134 KB, 1920x1440, xz.jpg [View same] [iqdb] [saucenao] [google]
369133

>>368962
I've tried tuning up sampling and doubling my gi/fg and no result. i'll try messing with the shader settings and material now, on this render it was set to a sss physical.
>>368993
if you know anyone who can make those. id gladly have some installed in my bathroom.
>>369046
>>369020
oh come on. you just need to extend your hand. i'd hardly consider that inconvinient.

>> No.369135

>>368962
tuning up material properties hasn't helped up either. where can i find the shader settings for light bounces ? sorry, i'm not that familliar with shaders yet.

>> No.369151
File: 121 KB, 1920x1440, 01h.jpg [View same] [iqdb] [saucenao] [google]
369151

at this angle there seems to be no problem at all. only see a weird bright circle on the right light.

i seriously need help lighting this scene. any kind of help would be greatly apprecieated.