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Ukko wrote:I have a scene where the lamps on the ceiling and walss have lampshades (cloches). I cannot handle that scene without mattetranslucent or roughglass material. At now i am experimenting with mattetranslucent material and increasing diffuse reflect and refract samples to gain a clean image, but still cannot find any solution. The material behaves like something almost without transluency - only few noisy spots appear in the nearest area around the cloche, rest of the scene id dim. Maybe i'm going a wrong way? Maybe someone knows how to make mattetranslucent work properly with distributed path?

Ukko wrote:MLT + bidir is still the best, but still the slowest. I resigned translucent cloches, just apllied light material to them (instead of making a light bulb inside translucent case). But another issue appeared. A problem with mirror. There are areas that should be iluminated (so their mirror reflection should be too), but they are dark regardless of how many bounces I set for glossy, diffuse and specular. The scenario is simple - ligh comes from the meshlight on the ceiling, hits the mirror, hits the part of the wall (which mirror reflection is marked), hits the mirror again and goes through the camera, so recursion depth set to 4 should be enough. Why it is not?
EDIT: I solved it with Photoshop, just copied a piece of image and pasted in the problematic black area. Below is a link to an image how this scene should look like, but not always it will be that easy. http://greenpencil.eu/images/wnetrza/lazienka.jpg




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