pendulum opened this issue on Dec 03, 2003 ยท 14 posts
pendulum posted Wed, 03 December 2003 at 2:25 PM

pendulum posted Wed, 03 December 2003 at 2:40 PM

cckens posted Wed, 03 December 2003 at 5:37 PM
Scott, looks like you have some bleeding from the internal lights. I'm going to make an assumption that they are spheres with a glow scaled to 600%. If the sconce/fixture has any open facets along the way, that would cause the bleeding. If not, I would recommend making the globes in the fixture smaller. Size is not an issue in indirect glow lighting and if any of the glow facets are intruding on the fixture that would also cause the bleeding we are seeing here. Ken ![]()
pendulum posted Wed, 03 December 2003 at 6:00 PM
there are no gaps in the outer fixture, so it must be the globes. I have NO glass spheres around the globes... just the globes themselves in there. I will shrink the globes and add some spheres and let you know how I go. Thanks Scott
mateo_sancarlos posted Wed, 03 December 2003 at 6:06 PM
It looks like caustics. There was an earlier thread about this; will try to remember which one it was.
pendulum posted Wed, 03 December 2003 at 6:45 PM
yeah it looks like caustics to me too.. but.. alas.. caustics is turned off, and nothing is made of glass here. I am guessing that it is the radiosity/global illumination that is causing it. If you look at my 2nd image, you will notice small highlights from lights, but in the GI one, the lights are the really bright bits that I dont want... its a mystery I tells ya. Scott
cckens posted Wed, 03 December 2003 at 8:45 PM
Scott, If you've got a free few, try to post a wireframe of the image. Should only take a few secs to render. This will give us a good idea of how the scene renders out... Ken ![]()
pendulum posted Thu, 04 December 2003 at 2:21 AM
hi guys... have attached some more images. I have shrunk the globes, added spheres, and done a wireframe shot. I have overlayed my questions on the image there. Scott
pendulum posted Thu, 04 December 2003 at 2:23 AM

MarkBremmer posted Thu, 04 December 2003 at 10:33 AM
Turning off Interpolation should help this. Mark
pendulum posted Thu, 04 December 2003 at 1:36 PM
thanks Mark.. rendering agai now.. will let you know how it goes Scott
3ddave44 posted Thu, 04 December 2003 at 2:32 PM
I believe the manual talks about this in the section talking about interpolation or global illum. It say that bleeding can occur if the object's thickness is thin... But also I think turning interpolation off will help - I was getting boxy artifacts that were eliminated when interpolation was off. The image took longer to render however. Good luck.
pendulum posted Thu, 04 December 2003 at 9:41 PM
Yup! it fixed my problem. thanks guys, glad I had you guys to help me out just for interest... why on earth does light bleed through a solid (thin) object? Is that a problem with the rendering engine? Scott
MarkBremmer posted Thu, 04 December 2003 at 10:26 PM
When the program is allowed to interpolate (round-off numbers), instead of specifically calculating the light paths, it does a "close-is-good-enough" calculation which saves time. Basically, it puts the light in the correct general area. On many occasions, the time savings is worth it. However, when you have thin walls on an object the "close-enough" calculation can allow light to pass through objects - especially when the intensity is cranked up.