AccuRender nXt

advanced rendering for AutoCAD

Differences between a jpg image and the same image in Image editor.

HI Roy,  I am re-rendering and image to make some changes in the design and solve some render issues, everything goes fine. I save the jpg image directly from autocad, then I save the nxt image open the editor and got some very bright spots in both pictures that are hanging in the wall.

 

I am posting both images in jpg format, if you need the nxt image let me know.

 

Thanks in advance

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Sorry, here is the original jpg image saved directly from Autocad
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It might just be the way I'm looking at your rendering but it seems half of the side by side did not render.
No, something really strange, the side by side is a block. I will check this issue.  Thanks Chas
Definitely a problem I haven't seen before.  Can you send the drawing-- decals too, if you don't mind.  I'll need to reproduce this before I can really diagnose it.
Hi Roy. File already uoloaded.

The refrigerator right now is composed of two separate materials. The ByLayer one, the specular material, is attached to the right hand door and the two pulls.  It appears gray in AutoCAD and shiny in nXt.  The rest of the refrigerator has our old friend, the Global material, assigned to the sub-objects.  This appears yellow in AutoCAD and matte in nXt.   To fix it:

 

1. Explode the block (nested twice in your case!)

2. Use the Remove Material from Object button

3. "Re-block"

 

Still investigating the nXtImage problem.

I find also the side by side problem. this one already solved. Thanks
Hi Roy, I uploaded another Nxt file:Maybe this one can help to solve this issue.

Not necessary-- I'm working on this one right now.  

This is not the source of the problem, but the wall light had a bunch of problems and was not working correctly.  For one, you had two of them in the same place-- probably a really bad idea.  Also, taggging a block as a light doesn't work correctly (I probably need to prevent users from doing this)-- I exploded it, tagged the two meshes as lights, and got rid of the four light sources inside the shade.

I also experimented with Gimp to remove some of the excess noise.

 

 

 


Update-- I did find the problem here.  One of the materials (glass+rubble) has a bunch of invalid values which is causing negative luminances to be calculated and stored.  The speckles resulted from attempting to display these.  I've got this fixed in several different ways-- (I still need to fix the material editor which crashes w/ this material).

 

I did make a few more changes to your model to help things along, including:

  • Changed the sky from HDR to analytical (the default).
  • Changed the sun angle to get a little bit of direct light into the apartment.
  • Changed the glass in the windows from sandblasted to clear.
  • Set the color bleed back to 1.0 (default)
  • Set the indirect bounces to 4 (I may make this the default and only setting, for the path tracer-- still deciding).  It helps get some daylight into the corners in a model like this.
  • Changed the sky channel back to 0 so all of the daylighting exists in one channel, and all of the artificial lighting is on channel 1.  Much more useful that way. (default)

This ran overnight-- no Gimp.

Thanks Roy, a lot of help, I learn  some new things. Hope this help me for the future.
One other problem I should have taken care of-- the floor material "Piso de granito vaciado oscuro"-- has some glow.  It's way too bright for the artificial light scene.  Don't use Glow.

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