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SolidWorks: Please Fix the Bounce Bugs
Discussion created by
on Sep 10, 2008
on Sep 13, 2008 by 1-D88IXC
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I really tried to get this one fixed everyone, but SolidWorks insists this is intended behavior.
so here is another attempt for the record...
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Sep 11, 2008 7:51 AM
Here's some info I received from
on the II settings
determines the density and ultimately the number of FG points that will be used to calculate the indirect illumination for a rendering. With the same value for details a rendering saved to a larger file will have more FG points. Also note that the value for details has a direct affect on the performance of the rendering. All other factors being equal in the rendering increasing details from its lowest value to its highest value can increase the rendering time by a factor of 40.
controls the size of the area over which the illuminated sections of the rendering are blurred together.
If the rendering has a very bright spot next to a less illuminated spot a low value of averaging will show a harder transition between the very bright spot and the less illluminated spot while a high value of averaging will produce a smoother transition between the two. Averaging has a marginal affect on the rendering time.
controls the number of "rays" used to calculate the indirect illumination at each indirect illumination point. Increasing the precision will increase the sharpness of high contrast areas of the rendering. If your rendering contains does not contain very high contrast areas a lower value of precision will be sufficient. The range of values for precision from 10 to 100 have a significant and direct effect on rendering performance, while values beyond 100 do not increase rendering times as significantly. Do note that the highest value of precision is 20,000; using this value can take a very long time.
Number of bounces:
determines how many times light can bounce from one surface to another when calculating indirect illumination. Typically this is only needed for interior renderings, such as a closed room. Also note that this is only for indirect illumination and has no relation to the number of reflections and refractions. This value has a direct impact on performance increasing the number of bounces from 1 to 2 will double rendering times, increasing from 1 to 3 will triple rendering times...
1. Could you build a closed space to include your objects and try the same thing again?
2. Or change precision to 200 and try the Number of bounces?
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Sep 13, 2008 3:10 AM
Thanks Lin, I appreciate the help. I'm thinking there is a miscommunication somewhere with the VAR and SW.
See, SW did actually improve the satin appearances by brightening them up a bit in 2009. That's great. The problem I see is when bounces are set to '0' and the satin part looks like it's being arc welded because it's so bright. That's a bug for sure.
Looks like Rob may have an SPR for this anyhow, so I'm probably worried for no reason. Besides, the workaround is to set the bounces above 0 which makes the rendering look better.
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Sep 13, 2008 8:31 AM
I heard that is a bug from Mental Ray API, this issue happens when using image base surface rendering.
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Retrieving data ...
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Renaming a complete assembly and keeping all references
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