- Mon Oct 12, 2009 4:24 pm
#311514
Hi everyone,
I know that this was posted numerous times before but even after searching I still couldn't find a decent explanation
or analysis of the infamous black dots in renderings. I have a V1.7.1 interior scene rendered with two settings, day
and night. The dots only appear in the night version obviously using emitters but no environment system at all. For
convenience and showing off to the client I've rendered the scene using multilight in cooperative and it just got
worse! That really is a shame because photoshopping all those dots out is a pain.
The scene itself is pretty tidy, emitting objects are reduced to the absolute minimum of faces (mostly single sided
rectangles, normals cheched), all materials/textures are spot on and the scene is not very big at all. Also, I checked
that all the bump values are within the recommended range and I sticked to the old 'rule' of not using white materials
over RGB 220 brightness. There is only two types of 'real glass' in the scene since I had to avoid AGS for many
reasons.
Furthermore, all the emitters are as close to the real wattage as possible(of course multiplied by the number of
emitting objects) and they do not touch any other objects which have glass or opaque materials attached to them.
So what could possibly the reason, what am I doing wrong here? Any help or advise is greatly appreciated!
Cheers,
Jost
I know that this was posted numerous times before but even after searching I still couldn't find a decent explanation
or analysis of the infamous black dots in renderings. I have a V1.7.1 interior scene rendered with two settings, day
and night. The dots only appear in the night version obviously using emitters but no environment system at all. For
convenience and showing off to the client I've rendered the scene using multilight in cooperative and it just got
worse! That really is a shame because photoshopping all those dots out is a pain.
The scene itself is pretty tidy, emitting objects are reduced to the absolute minimum of faces (mostly single sided
rectangles, normals cheched), all materials/textures are spot on and the scene is not very big at all. Also, I checked
that all the bump values are within the recommended range and I sticked to the old 'rule' of not using white materials
over RGB 220 brightness. There is only two types of 'real glass' in the scene since I had to avoid AGS for many
reasons.
Furthermore, all the emitters are as close to the real wattage as possible(of course multiplied by the number of
emitting objects) and they do not touch any other objects which have glass or opaque materials attached to them.
So what could possibly the reason, what am I doing wrong here? Any help or advise is greatly appreciated!
Cheers,
Jost
3dsMax Design 2011, Maya 2011, Maxwell Render 2.5.1, Dell Dual Quad Xeon 2.66 GHz, 8 GB RAM, Windows7, ATI FIRE GL V7350 DUAL 1GB