Following some really helpful threads on this forum, I am changing my methods for rendering my scenes. I am now using BF plus controling my samples per lightsource and material with a lot more 'respect'.
I'm working on a few scenes at the moment where most of the GI noise in the rawGI element is reasonably smooth, but on certain objects (those with a chrome material applied), the GI is very speckley indeed. On the towel rail on the left of this snapshot, I have adjusted the GI multiplier in vray properties, but on the other highlighted areas, you can see the speckles.
My BF is set to 128 subdivs. The subdivs on that chrome material are also set to 128, with a glssiness value of 0.98 and reflect bounces at 3.
Adaptive DMC is set to 1,4 with Clr threshold of 0.01.
Why is this happening, and is local multiplying of GI samples the best way to solve it?
I'm working on a few scenes at the moment where most of the GI noise in the rawGI element is reasonably smooth, but on certain objects (those with a chrome material applied), the GI is very speckley indeed. On the towel rail on the left of this snapshot, I have adjusted the GI multiplier in vray properties, but on the other highlighted areas, you can see the speckles.
My BF is set to 128 subdivs. The subdivs on that chrome material are also set to 128, with a glssiness value of 0.98 and reflect bounces at 3.
Adaptive DMC is set to 1,4 with Clr threshold of 0.01.
Why is this happening, and is local multiplying of GI samples the best way to solve it?
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