In the image here:
http://www.skillsetexportable.com/bigcloudsfull.jpg
I get lines like that when I render. What is the deal with that?
I am guessing you dont have the update installed....this is acceleration cache issue....and its not the atmosphere...its the clouds....turn off the acceleration cache in the quality tab of your cloud layer (of course its gonna add more render time)
nice image by the way....
the acceleration cache was off at the time of this render. in truth, I never use the acceleration cache as when I do I get unexpected (but often cool looking) results.
Are you applying some sort of blending to the clouds? If not, then it has to do with acceleration cache.
no blending. no acceleration cache. just a render that took a little under 12 hours with edited settings for the clouds. these are plain vanilla clouds. The only option I have ticked that was not on is 'softer base' and I turn off acceleration cache for every cloud I create.
I just finished rendering this one, no acceleration cache, softer base checked, depth 2000, density 20, edge sharpness 4.3. those are the only settings I messed with at all. just a vanilla render to reproduce those lines.
http://www.skillsetexportable.com/range.jpg
I know this is an odd question but what is your graphics card color set to? (high color 16 bit or true color 32 bit)
32 bit.
Looked kind of like a low color count issue (thats why I asked) :)
I totally understand! This is one of those weird issues that produces an unusual effect. The effect is making my render look like it was printed on a low end inkjet printer and then scanned back into my computer. heh.
Have you tried changing your lighting (not much) to see if it has any affect?
same effect no matter what the lighting conditions. Good questions! I have tried everything I know of even increasing the quality settings and AA. That last image was a detail of .7 and AA of 6
Did you install the update...?
still waiting on an email for the update for deep edition.
I dont know if I am allowed...but I can probably PM you the link to download the update....
that would be so unbelievably awesome!
Well, I just got the patch and am doing a test render now. will let you know what happens.
Please don't PM or email other users with links to the Deep edition installer. Registered users should be on our mailing list for notifications of updates. If they are not it is an issue we have to deal with internally, otherwise they will continue to not receive updates, and this is a situation we obviously want to remedy. Additionally their registration information must be verified before they can receive the update.
dmobile, did you happen to reduce Sample Jitter in the Atmosphere Quality tab? If not can you provide a .tgd for reproducing this issue?
- Oshyan
Yes, Sample Jitter is reduced to zero for atmospheric quality and for the quality if the cumulus clouds themselves. I am doing a test render with the new version, if the problem persists I will supply a .tgd file.
The reduction of Sample Jitter is the source of your problem. Although it can in some ways reduce noise for a given sample level, it also almost invariably introduces these bands, except in very clear atmospheres. It is recommended that you not reduce sample jitter, particularly for the atmosphere. A value of 1 is ideal in most cases, and in fact larger values can help avoid atmospheric banding that occurs in certain other specific situations.
- Oshyan
sorry Oshyan....just so you know...I didnt PM dmobile1337 with the links....
Thank you! But I wonder now, I was using a value of zero for sample jitter because it removed the grainyness that was appearing in the atmosphere. Is there a better way of accomplishing this goal?
Quote from: dmobile1337 on April 25, 2007, 11:13:35 AM
Thank you! But I wonder now, I was using a value of zero for sample jitter because it removed the grainyness that was appearing in the atmosphere. Is there a better way of accomplishing this goal?
Raise the atmosphere Quality (default is 16) try 64 to 90
I tried that but it added to render times. Sample Jitter reduced to zero provided the same effect and saved render time.
That is one trade off. :) Sometimes it is just a matter of playing with the numbers. You may want to try to lower the render quality by .5 and up the atmosphere quality, it may help the render time.
Unfortunately there's no way around this. If you reduce sample jitter you remove noise but introduce banding artefacts. There is no substitute for increasing the number of samples unfortunately.
Matt
Well, software like this makes the time worth it. This just made sense as a workaround and only recently started appearing. Is there a point at which samples in the atmosphere stop having an affect?
The need for higher atmosphere sample numbers depends on the specifics of the scene. Essentially greater numbers of samples have diminishing returns as you approach a "noiseless" render (as far as the atmosphere is concerned). The ideal is 0 artificial (due to undersampling) noise. For normal daylight scenes values of 16-32 are usually fine. You may need 64 or higher for heavily shadowed scenes. Whenever there are strong atmospheric rays present, or the sun is visible through a cloud, the need for samples to ensure a noiseless result increases. I would never use more than 256 samples, even in extreme cases, although even that level will sometimes not produce a noiseless result. We hope to be able to improve these difficult situations so that they do not require such extreme render time for appropriate quality.
- Oshyan