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Hi,
Sorry, but I’m not even sure if VIZ has this feature, but the mr Sky Portal (if available) is quite useful for fixing the mottled FG results.
The issue is due to the random nature of final gather sampling; some samples see out the window at the daylight more than other samples and end up being much brighter. The sun and the sky are incredibly bright compared to the direct and indirect illumination inside your scene. Even with increased interpolation it’s hard to get rid of that uneven look, but you can try a little higher setting there.
In the Indirect Illumination tab of the Render dialog there’s a setting called Noise Filtering (speckle reduction) that can help with this. I think of speckles as being small, but what this setting does is eliminate any overly bright or overly dark final gather points no matter what their size. It does take more render time, so don’t increase it too far.
In the absence of the sky portals and you may want a look at replacing the sun and sky with other lights to produce illumination effects you’re looking for. Try turning down the sun and sky intensity, and adding a photometric area light to bring more directed light into the scene.
Jenni
Author of “Mastering mental ray”: http://www.mastering-mentalray.com
4D Artists, Inc.: http://www.4da-inc.com
Chicago 3ds Max User’s Group: http://www.max3ds.com
Max Design 2012; Win 7x64 12gb i7 Dual GTX 580; Win 7x64 Intel i7 4-core@3gHx 12gb Quadro 5000 and Tesla C2050.
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