Thread: Classic MGA
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Old 09-06-2007
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multimediaman multimediaman is offline
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one thing I could think of that MAY be creating those is that you've got the number of raytracing "bounces" set too low. There's an option in the render controls, (F10), when you go into the Raytracer tab for Maximum Depth.

The maximum depth, and color to use at max. depth is basically this:

When two planes are facing eachother, each one can reflect the surrounding objects just fine... unless one of those objects is reflecting something as well. So with 0 for the maximum depth, reflections will not pick up other object's reflections... and this also includes self-reflecting itself. So if you've got Zero maximum depth, each plane will reflect the other plane as what ever the diffuse color of that object was, mixed with the color to use at max. depth (which is usually always set to black, since that leaves the colors undistorted)

At 1, each plane will reflect the other plane, and instead of showing the base material in the first reflection depth, it will pick up the first level of reflection depth... so it will start looking like a hall of mirrors.. until the reflections in the second plane show the original plane again, at which point you'll see the base color again. This can go on and on for as long as you set it to go, but the more depth, the longer the reflections take to calculate.


but yeah, I threw in a torus knot and some other primitives and got similar artifacts on my render ... so I'd suggest checking that first before anything else I'd recommend using 3 for your max. depth, then just using the material's own supersampling set to max 2.5 star to anti-alias the reflections, making the max. depth hits smoother and less erroneous-looking

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