I've noticed some more light leaks as well with my settings - and they have worked well in the past since pre 1.5. I thought it was just my imagination at first but I'm starting to wonder a little.
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Intersecting poly producing light leak?
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Lightleaks:
- i actually have them quite often and i would say most of the time its the problem of IRR map badly set...depends how far the bounces have to travel.
- also , i would suggest, if you work in meters scale...to set suns shadow bias to 1 mm....or at least check you dont have it on the defauls 0.2m
Now regarding the AVATAR:
those avatar comments remind me of that tv reporters bollocks about Mass Effect being PORN.....
...nice avatar, i like it, dont find it offensive at all...it actually quite deeper if you think about it....
what i find much worse, in fact, that you guys (RERender and Glorybound) can say that "something has to go" ...you could have said that more politely in my opinion if you dont like it.....but thats just my point of view
regardsMartin
http://www.pixelbox.cz
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also check that you have all the vertices properly welded on those intersecting objects (if they r solid as you say)Martin
http://www.pixelbox.cz
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Ok guys... If someone can look at it I'm posting a link the the Max scene.
I also got it in 2 other projects today... Strange to have it more and more...
http://www.urbanimmersive.com/upload...Leak_Scene.zip
Regards,_____________
OZRAY, 2009.
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Hi
I have it often too even with high irrad map settings and with walls with proper thickness too.
I use often to import by autocad.I'll download the file u linked
Anyway often i solved with checking the sample visibility.
Often at the start using vray problems was caused:
- a wrong units/scale (better to use mm for interiors);
- too low or too blurred GI high interpolation settings in IRRAD MAP;
- low secondary GI settings if u use LC better often is bettter to use not store direct light in LC options;
- use vray light at windows with the skylight portal option to have more precise GI (with lower GI settings too respect only environment light);
not more come into my mind at the moment
Hope it helpsLast edited by pengo; 20-05-2009, 01:38 AM.Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III
https://www.facebook.com/essetreddi..../photos_albums
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Same issue
I'm using vray 1.5sp3 and seem to be having the same problem.
It seems to be hit or miss, as in it's not always a problem. But then suddenly when it happens, the only way I seem to be able to reduce it is to up the settings of the irradiance map. And I am using low settings that were never a problem before.
It does seem to be a problem in the irradiance map. Using LC or Brute force for the primary GI engine, and I don't seem to have the problem.
But I also find that from one distance (closer up) if I get the light leak to go away, then move the camera farther away.. the less samples of the IR in that area, the light leak starts to creap back in.
What's going on???
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why dont you move the intersecting poly? You only have to move it a tiny ammount to solve the issue
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For the scene that was posted, the issue was the relatively large sample size for the light cache, and the large number of interpolation samples for the light cache, which together caused V-Ray to pull samples from irrelevant regions of the scene. Setting the light cache sample size to the default 0.02 and the light cache interpolation samples to 5 solved the problem.
Best regards,
VladoI only act like I know everything, Rogers.
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Those R really crisp settings there NATTY, they worked like charm for me...
i ve tried all the othe possible suggestions from this topic but nothing else helped...
Thanks bunch!!!
will have to try Bruteforce/LC yet but i dont think i will get better quality in decent timeMartin
http://www.pixelbox.cz
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