I am fairly new to Chief & even more so to ray tracing. I am attaching a standard rendering (1), a physically based (ray trace) (2), and two CPU ray traces ( one with 1 hour/38 passes, the second with 3 hours). It appears to have a foggy haze over the image. Once you zoom into the image, it appears to be grainy also. How can I brighten and sharpen these images?
I have experience with Twin Motion, Photoshop, Revit, etc. but I have seen some wonderful renders out of Chief. I would love to get there. Any tips?
I am still pretty new into Ray Tracing both CPU and GPU. I seem to have a pretty good grasp on the interior GPU with playing around with lighting / sun light etc.
However - the exterior Ray Tracing, you can see it looks to be foggy? I have attached before / 100 passes / 200 passes.
Any help would be greatly appreciated. Also not sure how to make the ground look more realistic? I tried adding small shrubs and rocks.
I am working on an exterior ray trace, and I would like the windows to be slightly reflective instead of transparent. What is the right material and properties for this look? I tried to make the glass a mirror, but it turned out really dark in my ray trace. I attached a picture (not mine) that shows the look I am going for.
I am using Chief X12.
I am very perplexed by the lack of light in the interior physically based ray tracing camera. They always appear to be taken with all the interior lights off.
What I have tried so far:
- adjusting the camera exposure and brightness
- adding lights and light sources
- increasing the maximum number of lights on
- adjusting the sun angle, etc.
I can NOT figure out how to make the interior rooms brighter!! I would LOVE if someone can help! This is a very powerful tool if it can be rendered correctly
both attached images have light sources that are turned on
Is there a way to set a default to turn Ray Trace off when selecting Physically Based. I tried to open the Camera in my template and select Physically Based and turn off Ray Trace and save, but it does not save.
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