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Light leaks even on quite high IM/LC settings with retrace threshold set to 1

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  • Light leaks even on quite high IM/LC settings with retrace threshold set to 1

    Hi,
    ive got issue with a quite well lit scene and normal details.
    i am getting really ugly light leaks.
    scene lit with HDRI and 3 plane lights in the window openings

    IM settings:
    -5-3, hsp subdivs 120, samples 20
    DE on
    LC
    1500, 0.02 sample size, prefilter 100, retrace threshold on
    rendersize 3500px

    i saved the images without gamma so the leaks come out more obvious



    Thought that vray 2.0 has this issue sorted with retrace threshold but obviously it seems its not really working..

    BF/LC works well with no leaks so is it possible this is caused by IM?
    if so...how high would the settings have to be in order to get rid of the leaks?
    Martin
    http://www.pixelbox.cz

  • #2
    even if i use Solidrocks and put it to absolutely BRUTAL OVERKILL IM/LC/DE setting, it still does this..
    there is plenty of light coming in the scene
    Martin
    http://www.pixelbox.cz

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    • #3
      Put it on medium preset, 80, 40 then turn check visibility on and detail enhancement off, see what happens.
      Solidrocks settings are weird.

      Comment


      • #4
        it worked!!! ..............many thanks!
        so this proved the leaks were coming from IM not from LC

        isnt 40 a bit too much for finer details? ir are they completely being taken care of by checking the sample visibility??
        Martin
        http://www.pixelbox.cz

        Comment


        • #5
          by having a second look, through gamma 1 image, its still there though ....will have to fiddle with the settings some more.
          Martin
          http://www.pixelbox.cz

          Comment


          • #6
            by settign IM to
            -4 -1
            80/40
            check sample visibility
            i could get a quite nice solution
            Martin
            http://www.pixelbox.cz

            Comment


            • #7
              +1 for check sample visibility, it often solves this kind of situations.
              @cubiclegangster : is there something particular you find weird into solidrocks, or it's the whole thing ?
              I'm ready to offer you a licence if you're ok to make your own preset with it and share it.
              Jérôme Prévost.
              SolidRocks, the V-Ray Wizard.
              http://solidrocks.subburb.com

              Comment


              • #8
                Haha, from what i've seen of people posting solidrocks settings they just seem very different to anything i'd use.
                I'd be interested to see how they compare, but I change my settings between object passes - the last time I rendered a full image in one go was not at all recent...

                I wouldnt take it personally, they're just not what i'm used to seeing.
                Last edited by Neilg; 01-06-2011, 02:55 AM.

                Comment


                • #9
                  I often go up to 200 subdivisions [Hsph] with IR on a scene such as this with lots of detailed joinery. IR sucks on very intricately curved geometry with low subdivisions & gives you the messy look you are getting.

                  TIP- use -check sample visibilty with the realisation that your whole image will render slower just to fix something you can do in 30 seconds by making walls with thickness or putting a box outside the wall. NEVER USE 1-SIDED GEOMETRY FOR WALLS!!!

                  Comment


                  • #10
                    I never ever use one sided geometry ) apart from leaves and really thin stuff.. True enough though that IM subdivs need to go way up for this sort of stuff
                    Martin
                    http://www.pixelbox.cz

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