By Pierre Caron
#184326
let it render longer and it should disappear
User avatar
By rivoli
#184327
are you using any grayscale map?
By jalokin
#184333
let it render longer and it should disappear
- it's around sl 10 so i dont think that time would solve the problem

are you using any grayscale map?
I am not really sure what a greyscale map is but the material is just a flat white lambetian surface. No textures or anything else[/quote]
By glypticmax
#184344
When I get those striations, they usually disappear between SL 12 and SL 14.
I usually get them when using a bump map or other texture. It seems flukey.
By jalokin
#184349
glypticmax,


I will try to let it run to sl 14.
User avatar
By tom
#184350
May I have the scene for checking, thanks.
User avatar
By rivoli
#184357
jalokin wrote: I am not really sure what a greyscale map is but the material is just a flat white lambetian surface. No textures or anything else
this is what I meat by greyscale:
http://en.wikipedia.org/wiki/Grayscale
I thought that you were using either a bump or roughness map, which are often greyscale images. maxwell needs textures in rgb though, and those kind of weird effects may happen because of a greyscale map.
By jalokin
#184367
Just had it running to sl 14 and no change
By glypticmax
#184372
If you're not using a grayscale bitmap, you may have bumped (no pun intended) into something unusual.
I would take Tom up on his offer to look at the file.
By jalokin
#184383
glypticmax thanks for your comments.

I did indeed take the offer from Tom.
By jalokin
#184409
When i use physical sky instead of sky dome the striation disappears. will test again with some different sky setups.
User avatar
By tom
#184411
Hi Jalokin,

I'm not sure if it's related to physical sky or skydome but these moire patterns are due to projection from excessive amount of spherically oriented surfaces of an emitter. In other words, I just replaced your massive-poly spherical emitter with a simple sphere. It's more efficient with no more patterns. I e-mailed the scene back as well.

Image

:idea: You should avoid using complex geometry for emitters. Especially if they are highly symmetric objects (like most primitives) and if they are already not directly seen. When you don't really need the precision in their look. Sufficient illumination needs less detailed emitters than we usually used to make models.

Best regards,
Tom
By glypticmax
#184416
So the problem was in multi-poly emitters?
By jalokin
#184426
Hi Tom,

Thanks a lot for your help.

when is a sphere complex?
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