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Basic sampling test of bright reflections in distance

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  • Basic sampling test of bright reflections in distance

    Hi there.

    Curious about fireflies I made the test attached.

    Is there a solution for the sampling of bright reflections in the distance?
    It seems that vray assigns 1 white pixel no matter how far the reflection is. Is this correct?

    Thanks.

    Click image for larger version

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    Guido.

  • #2
    Using sub-pixel mapping with clamp might be a solution... another idea that I've been toying with is to force the glossiness of the material to be such that the size of a highlight is never smaller than a pixel - in that case, the highlight just gets dimmer and easier to sample. But this is not in any build yet, just experiments.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      Using sub-pixel mapping with clamp might be a solution
      I stopped using this after getting strange exposure on the overall rendering. So I always try to avoid those two.

      After posting the question, I thought that it may just be a natural thing. Because the light source is so far away and so strong (sun), the reflection is always the same, no?
      Please, see below the reflection of the sun in water.
      The difference may be in the DOF?

      Click image for larger version

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      Guido.

      Comment


      • #4
        Originally posted by Lupaz View Post
        After posting the question, I thought that it may just be a natural thing. Because the light source is so far away and so strong (sun), the reflection is always the same, no?
        This is correct, yes.

        The difference may be in the DOF? [ATTACH=CONFIG]28801[/ATTACH]
        The DOF will make the highlights blurrier, yes. But they would still be difficult to sample.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #5
          Got it. Thanks!
          Guido.

          Comment


          • #6
            Vray defaults to 100 max AA subdivs. That's up to 10000 samples per pixel. That always did the job for me, at least ever since 3.3 improvements. Anytime i had any bright small sun disc reflections in distance, Vray always thrown thousands AA samples at it and eventually resolved it. And in reasonable time, because Vray has a good adaptivity that used all the remaining passes to refine just those fireflies. I mean there are sure extreme cases where that still won't help, but so far I've never came across those in realistic scenarios.

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            • #7
              Yes. I tested a similar scene with corona and vray does a much better job.
              Guido.

              Comment


              • #8
                So y'all are using min 1 max 100 with MSR 6? any Filter? I have these issues often and have yet to find away to solve them, especially jaggy edges in general in overbright areas. That's why I mostly end up using SPM and clamp...
                Last edited by Art48; 01-03-2016, 04:36 AM.
                Software:
                Windows 7 Ultimate x64 SP1
                3ds Max 2016 SP4
                V-Ray Adv 3.60.04


                Hardware:
                Intel Core i7-4930K @ 3.40 GHz
                NVIDIA GeForce GTX 780 (4096MB RAM)
                64GB RAM


                DxDiag

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