[MSCE-VUE] How to avoid these artifacs in Ray Tracing mode?

Hi, 

what are the parameters to increase to avoid these artifacts in Ray Tracing mode?

I lazily tried to use "Interior Extreme" but they still stayed. I specify that the room is deliberately under-lit, there are only 2 Omni lights behind the camera and the walls are a bolean made from a single cube, so there are no cracks. Thanks.


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  • Hi Diego,

    Best bet would be to use the path tracer instead of ray tracer for this scene. To get better results with ray tracer you could try to increase the skylight gain for the atmosphere being used that would provide more light through your windows. I see you are using interior extreme which has indirect rays set to 2000 that number could be higher in this case. Regardless the path tracer would be much faster to render and produce much better results.

    Cheers,

    Jerry

  • Hi Jerry,

    Thanks for the reply. I would really like to use Path Tracing but I have some problems with the materials, the textures are blurry, increasing the resolution is not always enough(see planks). I am attaching a quick comparison of the same image rendered in both ways, Interior Best 1500pt, I would like to receive advice. The clearest one is Path Traced, obviously the times are very different 10 min for PT and 1h14min for RT, but the lamp light, and his shadow, is better and also the SSS Material works little better

    I also have other problems with Path Tracing, the IES lights placed in omni lights are not rendered, and unfortunately the spherical camera does not work in Path Tracing, while in Ray Tracing it does.

    One last thing, what is the direction of normals in MSCE? Up (OpenGL) or Down (DirectX)?

    Thank you so much.

  • Hi Diego,

    If you package up that scene I'll check the lamp shade material and see if I can create a definition that works with the path tracer, my email address.jerrydonflynn@gmail.com. As far as texture blur that is likely the denoiser, you could try using Intel or NVIDIA default is probably Intel you can switch denoiser in post to see difference no need to render again. If that does not help try changing the samples, try 4096 it will take longer to render but should improve those blurry textures.

    I uploaded a few examples before I retired from Bentley you could look the definitions I used for lamp shades try this one Cool Home - Visualization Files - Visualization - Bentley Communities

    I don't understand the normals question, ideally the normals should face the camera but may not, solids always face outward whereas surface geometry will depend on how it was placed. We always render both sides but facing camera is what you want and we have tools to flip the normals if need be. As you know normals can effect bump maps and displacement as well, you can always invert these in your material definition rather the modifying geometry.

    Cheers,

    Jerry

  • Hi Jerry, thank you very much.

    Proceeding in an orderly manner:

    1) Regarding the Normals I was referring to the "Normal Map Green Y Direction", some programs as Maya / Unity uses OpenGL (so up) and others like 3dsMax / Unreal use DirectX (so down). I ask because downloading PBR on the net you can find both normal maps, I guess MS uses DirectX but I wanted to be sure

    2) Regarding the Denoiser, I work with a workstation that does not have an integrated Intel GPU but only a dedicated NVIDIA GPU, there is still the need to activate the MS_PATHTRACE_DEFAULT_DENOISER variable by setting it on NVIDIA as the online manual says or now it is activated only in post-processing ?

    3) I am sending you the pkzip of the scene, but for the lamp I used a legacy material.

    4) I am also sending you another Path Traced scene if you have the patience to see it, it is much more interesting than the other one, a kitchen of which I had posted a view in the gallery.

    communities.bentley.com/.../275380

    Here the texture blur is very noticeable even if the view is flipped at 2500pt / Interior Better. I mean the floor and above all the slats around the windows seem blurred and flat, as does the wooden table.

    Sorry for the many questions but I'm trying to "connect the dots" and hang on to any "hook in the sky".

    Thanks again, D.

  • Hi Diego,

    Yes MicroStation uses DirectX you do have ability to invert the direction in the material editor though.

    I have to run some errands today I will look at these days sets later today or tomorrow.

    BTW I don't think the translucency amount map is honored by path tracer I will ask Paul if the latest version has fix for this.

    Thanks,

    Jerry

  • Hi Diego,

    I found I could make your lampshade look more like the ray trace by editing the material for the shade. I turned off subsurface scatter and used Blur Refractions with opacity set to 98%.

    I heard that spherical camera support will eventually be added for path tracer, it is on the list.

    Cheers,

    Jerry

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