stu Posted May 7, 2005 Share Posted May 7, 2005 When I render an identical scene with an identical setup using houdini's GI light VEX shader, I get a rendering artifact in version 7+ that did not exist in version 6: Version 6: Version 7: Has anyone else run into this problem? stu Quote Link to comment Share on other sites More sharing options...
deecue Posted May 8, 2005 Share Posted May 8, 2005 i haven't done much gi since 7 came out.. but a few days ago i was playing around with something and decided to throw a gi light in with the vex shader.. i don't remember all the specific settings i had but i noticed an occasional black pixel on my one surface.. it wasn't for anything important, so i never investigated.. maybe the best thing to do is post a file of that scene for us to test out? or possibly just go and create a new scene from scratch (grid with sphere) and try it? sorry, not much help Quote Link to comment Share on other sites More sharing options...
Jason Posted May 8, 2005 Share Posted May 8, 2005 I recall the sampling of or tracing against quads changed a while back, I think. Maybe it had negative effects? Also, the mantra oren-nayer diffuse function has traditionally had artifacts on smoothed edges - it looks like when the smoothed surface normal rolls away from us. Are you using the clay shader? Does this only show up when doing GI lighting? Quote Link to comment Share on other sites More sharing options...
stu Posted May 8, 2005 Author Share Posted May 8, 2005 For the surfaces I'm using the VEX Super Material set to Phong Specular right out of the box and yes the problems do seem to occur only with the GI light. Typical light sources, regardless as how the shadows are generated, seem to produce the same result in 6 and 7. I also tend to get more self shadowing problems with the GI light in 7 as well. Weird. stu Quote Link to comment Share on other sites More sharing options...
Jason Posted May 8, 2005 Share Posted May 8, 2005 For the surfaces I'm using the VEX Super Material set to Phong Specular right out of the box and yes the problems do seem to occur only with the GI light. Typical light sources, regardless as how the shadows are generated, seem to produce the same result in 6 and 7. I also tend to get more self shadowing problems with the GI light in 7 as well. Weird.stu 18037[/snapback] What is the type of Geometry you're rendering? Quote Link to comment Share on other sites More sharing options...
stu Posted May 9, 2005 Author Share Posted May 9, 2005 Polys - mostly quads and triangles, with valid primitve and point normals, backface removal turned on. Quote Link to comment Share on other sites More sharing options...
Jason Posted May 9, 2005 Share Posted May 9, 2005 Polys - mostly quads and triangles, with valid primitve and point normals, backface removal turned on. 18041[/snapback] Bah, there goes the Subdiv's or NURBs sampling theories I was working on... Quote Link to comment Share on other sites More sharing options...
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