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  • Light Leak

    I've got light leaks.

    I did a search for this problem and the main solution mentioned is to turn the irradience blur setting to 0 -but VRay 1.5 doesn't seem to have that setting.

    Turning on "Check sample visibility" helped slightly, but not much.

    I've refined and tightened my geometry all over the place and nothing seems to work.

    Any suggestions?

    Thanks.
    - Geoff

  • #2
    Can you post an image or email one to vlado@chaosgroup.com? Also, what are your GI settings (e.g. which GI engines are you using)?

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

    Comment


    • #3
      also check to see if your walls are actual shelled objects, so they have two sides. This will eliminate light leaks.
      Dmitry Vinnik
      Silhouette Images Inc.
      ShowReel:
      https://www.youtube.com/watch?v=qxSJlvSwAhA
      https://www.linkedin.com/in/dmitry-v...-identity-name

      Comment


      • #4



        It's a 1000 b.c. Assyrian palace

        The view is from a VRAy Physical Camera. I am attempting to light everything with the light that's splashing around outside, coming through the doorways. All the light is outside is from a VRaySun and VRaySky.

        I would have done it with area lights in the doorways but this is an animation where the camera has to go from outside to inside and look through the doors to see the outside courtyards a couple times, so I just want things to be s natural as possible.

        And even when I do light it with area lights in the doorways, the problem is there at least a little bit.

        For settings I started from the defaults and have been tweaking things to try to get more light in there -mostly just the camera and Sun and Sky.

        And I increased the HSph. Subdivs to lessen the smudginess.

        I've saved the render settings. Here's the file.

        Thanks
        - Geoff

        Comment


        • #5
          Just an update: Through my experimentating I have found that neither the VRay Camera nor the Sun and Sky systems have anything to do with the problem. I tried Shelling the all mesh in the area pictured but that had no effect. Also: I get more splotchy artifacts when I turn on "Check sample visibility".
          - Geoff

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          • #6
            these leacks look like bad irradience map.
            Dmitry Vinnik
            Silhouette Images Inc.
            ShowReel:
            https://www.youtube.com/watch?v=qxSJlvSwAhA
            https://www.linkedin.com/in/dmitry-v...-identity-name

            Comment


            • #7
              Are the walls actually penetrating the floor?
              And yes, either the IRmap settings are really low, or as Dmitry said, you have a precalculated IRmap doing silly things: make sure you calculate it as fresh.

              Lele

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              • #8
                Just try QMC/LC (primary/secondary) locally on these places. If it's gone - then it's a baady Irrmap. settings. Possibly
                I just can't seem to trust myself
                So what chance does that leave, for anyone else?
                ---------------------------------------------------------
                CG Artist

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                • #9
                  It looks indeed like low GI settings. Either the irradiance map Max. rate is too low, or the light cache sample size is too big.

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

                  Comment


                  • #10
                    I've solved the problem using the same settings, but with VRay lights in the doors. I just have to tweak the camera path so that you don't see outside at all. To make it work with only the natural ambient light outside just takes too long to render with the settings cranked up like they need to be.
                    - Geoff

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                    • #11
                      just curious, how long is too long?
                      Eric Boer
                      Dev

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                      • #12
                        >> just curious, how long is too long? <<

                        An hour per frame.
                        - Geoff

                        Comment


                        • #13
                          Something's wrong then.
                          Is it so impossible to post even just a stripped scene which has no textures, just the main problematic geometry, and sun and sky?
                          That way we wouldn't be poking in the dark...

                          Lele

                          Comment


                          • #14
                            And I cant see anyway those frames you posted could take an hour a frame.. unless you on a pentium 90 or something.

                            There must be something else at play. As Lele said could you post a stripped down scene (if you can post everything) so we can have a look at it for you.

                            Comment


                            • #15
                              I've just sent you all an e-mail.
                              - Geoff

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