I just realized that what I was interpreting as distortion or popping in the BF1 is actually traction control which has a different/louder/harsher sound now.
I skimmed the posts and didn't see this, but the BF1 is clipping when I look left or right (i.e. I can see the road through the car), I've been driving BF1 a lot lately and didn't notice it before U35, but that doesn't mean it wasn't there.
I'm using the standard in car view.
I get the popping/distortion in low gears too, but others have mentioned that.
Totally off topic (but it's a stupid topic) and completely beaten to death, but I have such trouble taking anyone seriously that doesn't bother to spell properly. Personally I'm a terrible speller, but you have to at least try.
Nobody listens to the belligerent simpleton...
So I've brought up the spelling bugaboo, maybe if I call somebody a Nazi we can lock this thread.
Right you are, I just converted the XRT Brazil scene to mentalray, missed a couple things.
EDIT: Actually that's just how the model is on the XRT, check the renders. Although FunnyKat's last head on render hides it pretty well. I changed my glass a bit, we'll see if it looks better.
I just ran that one without adjusting the camera, since it was a different aspect ratio than 4:3 it didn't completely fit within the frame. That's the second one is with the camera adjusted so that the car fits in the frame.
Heh, something was seriously fooked with that scene, I somehow got to the point where I had no shadows and couldn't get them back regardless of anything I did.
So I started over from scratch, merged in my models and now things are working as they should be. I'm able to use raytraced shadows.
I think you missed my point however. The first image is using the mr shadow map and has the soft shadows that I'm working towards (exaggerated by a low light source just for demonstration), while the second image from the exact same scene is rendered with Ray Traced Shadows and has hard shadows. My impression from samyip is that I should be able to use Ray Traced Shadows to correctly render the area lights.
In the end it doesn't matter much since I'm getting close to the effect I want and they both seem to render in similar times, but nonetheless I want to understand what's going on.
Yeah I agree, overall I prefer the feel of the first. The second is the result of trying to apply various input from this thread, and trying to learn about new features, but it certainly loses some impact.
I agree about the sign, I've spent about 5 minutes total on it so far, including the bump map.
I've been spending a lot of time on "studio" renders for the team, I'll get back to this scene sometime.
Not yet, just getting started. Here is my latest version of that scene with new and improved "environment maps" and different lighting. It has it's own set of new problems, but I'm learning.
Yeah, that is with shadow map, I changed some settings and got rid of the reflection problems, but I am still having problems with the shadow. It just looks terrible.
I'll try the raytraced shadows setting.
EDIT: I just remembered I did try the "Adv. Raytraced" shadows once, but it just gives me a hard edge even though I'm using an area light. There's something I'm just not understanding. I keep increasing the "quality" settings, but it just doesn't get bretter, it just takes longer to do it.
Here's another simple "white backdrop" scene that I'm playing with some lighting on. I'm getting the strange reflection artifacts that you can see on the headlights and the windshield.
Anybody have any clues how to get rid of them? I've been RTFM, but haven't figured it out yet.
I'm using the mental ray renderer. The lighting is a combo of skylight and mr Area Spotllight. I have the final gather preset at Medium or High (I forget) and the noise filtering set to High.