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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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MTOA Portal Light mode

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Message 1 of 8
joie
1174 Views, 7 Replies

MTOA Portal Light mode

Hi there people; I have to render a scene (camera animation) where I have to see the exterior AND the interior of a box truck. So, the doors ar opened and I can see the interior. I thought to use a portal light because the interior goes almost black and super noisy. BUT, if I:

  • Use the portal light in interior mode, the interior is great but the exterior is black
  • Use the portal light in interior_exterior mode, the interior looks great and the exteior too, but ONLY the exterior part in front of the portal light. The exterior part that is BEHIND the portal light is almost black

Is this the intended behaviour?, How I'm supposed to do this scene then?, there are no more portal light modes!. See the problem here:

2335-portallight.jpg

Thanks for your help in advance.

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7 REPLIES 7
Message 2 of 8
lee_griggs
in reply to: joie

Can you position the Light Portal behind the camera?

2349-portal.jpg

How many Diffuse samples are you using? Is the Light Portal reducing the noise substantially?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 8
joie
in reply to: joie

Hi there;

Yes, I can put the portal light behind the camera. I thought it was mandatory to have the portal lights where the openings are, like windows or so. It's great to know that I can put those portal lights ANYWHERE in the scene!. In fact, I could just parent the portal light below the camera, so it is always behind it anytime in the animation, don't you agree?.

The skydome samples are 8 and, yes, the noise is pretty noticeable inside the truck.

Thanks.

Message 4 of 8
lee_griggs
in reply to: joie

>I thought it was mandatory to have the portal lights where the openings are, like windows or so.

Well, it is recommended to have them next to small window openings. To be honest, I am not sure it is needed in this case. If you lower the Skydome samples to 4 (8 is way too excessive) and increase the number of Diffuse samples, doesn't that fix the noise? You can use AOVs to identify where the noise is coming from.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 8
joie
in reply to: joie

Yes, I'm using AOVs to see where to boost the samples. That is critical because, as you may know, the floor of most trucks' boxes are metal plate, so I have to boost diffuse samples but also specular ones. Do you think I should up also that shader samples too?.

thanks for your advises.

Message 6 of 8
lee_griggs
in reply to: joie

Shader samples? What do you mean?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 7 of 8
joie
in reply to: joie

I mean the samples on the shader itself, the metal plate shader.

Message 8 of 8
lee_griggs
in reply to: joie

That's not possible.

Lee Griggs
Arnold rendering specialist
AUTODESK

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