it seems like you guys on the forums don't need to use paths=1 ever. I always have to use it. So maybe its the way I model. I have included a scene and model in the attached zip, if anyone can fix it so that it renders without any light leaks with paths=0 then I will be impressed and would like to see how you did it. So it would be good if you post the model back. Also, show me a render if you can.
Thanks
always have to use paths=1
always have to use paths=1
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EDIT: Hmmm, oops nevermind, wrong topic 

Last edited by acidarrow on Fri May 04, 2007 4:39 am, edited 1 time in total.
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Re: always have to use paths=1
most of time I use paths = 2, it does not cost me much extra time, but sometimes gives more splotches in corners and then it does cost time because I have to turn up the FG rays. But I like the more accurate look.NiGMa wrote:it seems like you guys on the forums don't need to use paths=1 ever. I always have to use it. So maybe its the way I model. I have included a scene and model in the attached zip, if anyone can fix it so that it renders without any light leaks with paths=0 then I will be impressed and would like to see how you did it. So it would be good if you post the model back. Also, show me a render if you can.
Thanks
Light leaks is more a matter of too much blurring of FG, too high N and too much precache blurring, even when the model has been modelled watertight.
Paths=1 is to turn on Pathtracing in corners instead of using irradiancemap. The distance is controlled on FG tab/cornerdistance and is set to 50% by default wich use to be ok for most situations. By setting Paths=2 or 8 or whatever you get more pathtraced bounces and can therefore get rid of those dark corners if that bothers you. Visually you can see exactly where pathtracing in the corners will occur by enabling FGtab/show samples,corners.
Happy Kraying
Happy Kraying