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also are those rpc cars with reflections turned on?
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It looks like you have a solution that is not precise enough and a few really bright objects in your scene. In rough terms, the hemispheric rays are shot out randomly and samples are created by averaging accross the rays. If one of these rays "sees" a really bright spot and you don't have many rays, then your sample can end up really bright. If the neighboring samples are not as bright because their random rays didn't happen to "see" the same object(s) then you end up with bright, sample-sized spots.
Solutions that I have found for similar situations:
-Increase the complexity of your GI solution by increasing number of hemispheric rays (subdivisions) and/or increasing sample density (up your preset from "Medium" to "High," lower the QMC noise threshold from .005 to .002, etc.).
-Turn off "send GI" on "small" objects that you know will be very bright.
I say "small" because it's relative. What I have found is that the anomolies occur most frequently with smaller objects since the odds of having only the rare sample "see" the bright object become higher the smaller the object is.
The second solution has worked the best for me. Using a different GI renderer, I frequently had to turn off "send GI" on glass shades around ceiling lamps or I would get what became affectionatly refered to as "disco spots."
Hopefully this helps. Please post a reply and let us know.
-Jeremy
Jeremy Eccles Senior 3D Visualization Specialist
The HNTB Companies 715 Kirk Drive Kansas City, Missouri 64105
i don tthink they would be very popular with the neighbours
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MSN addresses are not for newbies or warez users to contact the pros and bug them with
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I have had that issue very specifically with some of the "very high" dynamic range images that I have. Some of the HDRIs that wer captured with the Spheron system have the sun at values of 34,000, which seem to cause issues. BTW, a value of 34,000 of the sun is actually correct.
I forgot that I had had that issue with HDRI's as well. The quick solution was to blur the HDRI so that the sun was a blotch instead of a point.
I read a great Brazil R/S tutorial a while back that talked about downsizing and blurring the HDRI used for lighting while keeping the one used for reflection at a full resolution.
(I spent a few weeks looking at all of the GI renderers, doing their tutorials, and testing them - Brazil R/S had some great tutorials, but VRay was a much better renderer for our needs. And, VRay has some great tutorials now as well.)
-Jeremy
Jeremy Eccles Senior 3D Visualization Specialist
The HNTB Companies 715 Kirk Drive Kansas City, Missouri 64105
I read a great Brazil R/S tutorial a while back that talked about downsizing and blurring the HDRI used for lighting while keeping the one used for reflection at a full resolution.
That is called using a "convolved" version of the HDRI. I would not do that. Vray is better then that. What I would do is paint out the sun or block it, and replace where it was with a CG light.
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