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• The bump mapping on the ceiling and floor seems (on closer inspection) to
be a little bit strong for my tastes and may need dialing back just a little.
• The color bleed or bounce that is now present in the scene actually looks
pretty good to me, adding a little bit more of a natural and so photographic
feel to the scene (this could, however, be dialed back somewhat using the
Saturation control in the GI rollout at final render time if we desire so).
• One material that isn't looking too good at this moment is the blurry metal
found on the light fixtures. This is actually looking quite dull and so could pos-
sibly be a little too blurry for its own good.
• An area causing quite a number of obvious problems is the glass and metal
door. Both the metal frame and the frosted glass materials are producing
quite a bit of noise between them.
Reviewing what we have in the Sample Rate map
Let's make a switch now and compare what we have learned from looking at the
RGB render with what the Sample Rate VFB channel can tell us.
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