Hi,
the new H11 materials give render artifacts when used with default settings.
I know that I can increase shading quality, but with the old clay material, it works with default values.
Any idea what's causing this in the first place?
Thanks!
Regards,
Carsten
New H11 materials render artifacts
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- carstenw
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- circusmonkey
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- Simon
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- carstenw
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Simon
looks like a self shadowing artifact, do you get the same thing with shadows turned off?
If not then try turning up the shadow bias on the light, maybe the default in H11 is lower.
Thanks for the hint, but this doesn't solve the problem: I get the same artifacts without shadows, and changing the shadow_bias value doesn't help, either! The only solution for the problem seems to be raytracing instead of micropolygon rendering.
Regards,
Carsten
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- circusmonkey
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I can get the exact same crazy patterns, on a test Budda model. After looking at the mantra ROP . I set the noise level on the sampling tab to 1 instead of 0.05. This got rid of the pattern.
The help states lower values produce less noisy images , this is clearly not the case. Maybe the default setting is incorrect or something under the hood that's either working incorrectly or broken.
rob
The help states lower values produce less noisy images , this is clearly not the case. Maybe the default setting is incorrect or something under the hood that's either working incorrectly or broken.
rob
Gone fishing
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- rmagee
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- rmagee
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sturmagee
That's a creative choice, not a technical one - what if I don't want to render subd's?
Given the models shown in the images, subd's seemed like a reasonable option and a quick fix for now. As for non-subd models I am not sure why this is happening. I will mention it to r&d and maybe they can pinpoint the issue.
Robert
Robert Magee
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SideFX
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- circusmonkey
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- tamte
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circusmonkey
There is certainly something wrong with the noise value on the mantra rop
Rob
that doesn't seem to be the main cause or cause at all since all passes of example file use the same mantra node and the same objects and differ only in materials
all are rendered in H11 as i understood from carstenw's post
so there is probably something in new materials setup causing this
Tomas Slancik
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- circusmonkey
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- tamte
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yes, but if you download the file and render out images for different passes you will see the problems as on carstenw's picures
you can also notice that only difference is in materials
all images are produced by the same ROP (H11) with the same settings
at least on my system i have the same results just by rendering out different passes
so i am only saying that even though noise level can fix this, it's default value is not causing it or at least it's something in the material(Surface Model) which is sensitive to this
you can also notice that only difference is in materials
all images are produced by the same ROP (H11) with the same settings
at least on my system i have the same results just by rendering out different passes
so i am only saying that even though noise level can fix this, it's default value is not causing it or at least it's something in the material(Surface Model) which is sensitive to this
Tomas Slancik
CG Supervisor
Framestore, NY
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- goshone
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I am still getting this problem. Did it actually get fixed?
using Houdini 11.0.733 on Linux 64bit Fedora
edit: Was exceptionally bad when using an area light and Mantra Shader Builder material. Also found with point lights, but not so bad - was able to remove by increasing noise value as described above. Not visible when using distant light.
So I guess it hasn't been completely fixed, but addressed.
Anyone else sharing my pain regarding this “super duper” shader?
using Houdini 11.0.733 on Linux 64bit Fedora
edit: Was exceptionally bad when using an area light and Mantra Shader Builder material. Also found with point lights, but not so bad - was able to remove by increasing noise value as described above. Not visible when using distant light.
So I guess it hasn't been completely fixed, but addressed.
Anyone else sharing my pain regarding this “super duper” shader?
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- circusmonkey
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- horak
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I had similar problem in XSI.
with caracter animation (envelop-xsi) (skining-maya)
after one day looking in problem, I discover that I have caracter on 10000-xt, 10000-zt,
and I moved caracter to 0,0,0, xyz, and errors was gone.
problem was in precision (float val).
so I think that your problem is same if it is not scale or position of your caracter than
is in material, look for values that can decrease precision of calculation.
with caracter animation (envelop-xsi) (skining-maya)
after one day looking in problem, I discover that I have caracter on 10000-xt, 10000-zt,
and I moved caracter to 0,0,0, xyz, and errors was gone.
problem was in precision (float val).
so I think that your problem is same if it is not scale or position of your caracter than
is in material, look for values that can decrease precision of calculation.
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- goshone
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goshone
I am still getting this problem. Did it actually get fixed?
using Houdini 11.0.733 on Linux 64bit Fedora
edit: Was exceptionally bad when using an area light and Mantra Shader Builder material. Also found with point lights, but not so bad - was able to remove by increasing noise value as described above. Not visible when using distant light.
So I guess it hasn't been completely fixed, but addressed.
Anyone else sharing my pain regarding this “super duper” shader?
YES!

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- circusmonkey
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