I'm rehashing an old lightwave scene in Tg fashion. The image below is a WIP to test out the basic format and to see how the model was going to render. All the black parts will be various types of chrome apart from the cockpit (unfinished as yet). I'm having difficulty rendering the scene with the reflective shaders activated. It gets to the bounding box of the model and promptly crashes. I have rendered reflective objects before with no issues (the lower image shows an earlier render that worked). I think the issue is probable that the scene calculations just get too intense but I'm by no means sure. Are there any known issues with the Reflective Shader? Is there a methodology in how to use the Reflective Shader that gets around this problem. As always any advice greatly appreciated.
Richard
Oo woah ! too bad i can't help you ! that's damn cool Cyphyr !
Well I can manage to render it at the default low res Quick Render . . . but I've tried every combination of shaders I can think of, differant specular modes, different sample qualities, the only thing that seems to make a difference is lowering the resolution/AA, both of which I'd like high. I'll see if optimizing the model will help, hopefully a smaller poly count will give the processors an easier time ;) (although theres still a lot of detail to add to the model).
Richard
you used a reflection map or its the reflecting the surrounding??....either way great render!
No reflection maps, just reflecting whats there. Hmm I hadn't thought about reflection maps, there may be a way forward there but I've always disliked them as its not so accurate as proper ray traced reflections.
Richard
Quote from: cyphyr on September 30, 2007, 10:37:39 AM
Hmm I hadn't thought about reflection maps, there may be a way forward there but I've always disliked them as its not so accurate as proper ray traced reflections.
Richard
I totally agree with you.
a HQ render would be great!
There are definitely known issues with reflection rendering. The reflection system is undergoing a lot of changes right now in a renderer overhaul which should fix these kinds of problems.
- Oshyan