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GI Splotches caused by using indirect lighting

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  • GI Splotches caused by using indirect lighting

    Hi Guys,

    Been having a few problems with a 360 animation I have been working on.

    To cut a long story short we have a vehicle and it is lit by several Vray lights bouncing off lighting boards. The indirect lighting is causing some severe splotches within the render.
    The 360 has 5 key angles to which these have each been lit by 4 boards for each angle around the 360, as the camera moves around the car from angle to angle the lights switch on and off to get the most out of that particular angle.
    I managed to get these down to a minimum by raising the Hsph Subdivisions from 50 to 60 and the interpolation samples from 20 to 30. Unfortunately they still show up in the corners of geometry and areas of shadow. I'm using IR + LC (2000 subdivs) with DMC Sampler at 1-10. Noise threshold at 0.003, adaptive amount at 0.85.
    Current render time on the farm is roughly 1 hour at 1920 x 1080, we really don't want to go over 1.5 hours rendering time if possible.
    So the question is is there anyway the splotches can be totally eliminated without sacrificing render times.

    Regards


    http://www.distortedimagery.co.uk

    http://distortedimagery.deviantart.com/

  • #2
    Is this all with precalculated ir/lc maps, or does the car move?

    What are your irmap settings (low/mid/min/max)?

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    • #3
      Hey cubicle Gangster, thanks for the quick reply!!

      We are using single frame mode as we have Fov changing within the 360 so no pre calculated maps for either.

      The IR settings are at medium animation.
      Min -3
      Max -1


      Cheers


      http://www.distortedimagery.co.uk

      http://distortedimagery.deviantart.com/

      Comment


      • #4
        You can precalculate if it's the FOV changing - it only matters if it's moving geometry.

        I think that should fix it!

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