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MtI default render settings
Posted: Fri Oct 19, 2007 10:34 am
by dougal2
something's a bit wrong, I'm sure.
the cylinders have SSS material. I'm sure that SSS converges faster when using the default render settings from blendigo.
I haven't got it installed at the minute, so I can't check.
Time elapsed: 1 h, 52 m, 14 s
Done 105310000.00000 samples (219.39583 samples per pixel)
15638.04184 samples / second (63.94663 micro-seconds / sample)
Posted: Fri Oct 19, 2007 12:09 pm
by CTZn
I would not be that positive, depends a lot on your advanced settings as well. BTW I always used Hybrid MLT till now, so my expertise is irrelevant. Objs or internal export ? I'd like to check your case, have you gott a ma to check please ? Is that .9t9 ?
Posted: Fri Oct 19, 2007 10:57 pm
by dougal2
It's the advanced settings I was wondering about actually.
For my own reference, the blendigo settings are:
LM probability 0.1
max change: 0.02
MNCR: 100
max depth: 1000
Supersamples: 2
hybrid threshold: 500000
I'll compare these when I get home.
Posted: Sat Oct 20, 2007 1:28 am
by dougal2
ok, i committed a version to SVN with these settings, and also a test scene for SSS.
https://svn.hamsterfight.co.uk/listing. ... h=%2F&sc=0
Posted: Sat Oct 20, 2007 3:27 am
by dougal2
this the SSS test scene. much more like what I was expecting to see yesterday.
Posted: Sat Oct 20, 2007 5:04 am
by Kram1032
as that's from blendigo, you should use an edgesplit-modifier

Posted: Sat Oct 20, 2007 6:28 am
by dougal2
Kram1032 wrote:as that's from blendigo, you should use an edgesplit-modifier

no, it's not from blendigo. It's Maya -> MtI -> Indigo, but wuth the same default render settings as blendigo uses.
I've yet to fiddle around to emulate edgesplit with Maya (see the other thread).
Posted: Sat Oct 20, 2007 6:33 am
by Kram1032
ah, yeah, I already read that^^
Posted: Sat Oct 20, 2007 6:40 am
by dougal2
although, the problem might actually be that the ground plane and the bottoms of the cylinders are occupying the same space.
edit: yes, this is the problem.