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Weird Render blocks/artifacts in Bucket, not in Progressive

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  • Weird Render blocks/artifacts in Bucket, not in Progressive

    Hi all,
    Would anybody happen to know what's causing these blocky render artifacts? They've only just started happening – it was working fine this morning. I thought it might be a bucket problem, but they don't align to the buckets when rendering. I've tried copying everything into a new scene, but no luck. Also tried restarting C4D.
    Can anyone help? It seems to work fine in Progressive mode.
    Thanks in advance.

    Bucket:
    Click image for larger version  Name:	Screen Shot 2022-02-16 at 17.10.07.jpg Views:	0 Size:	311.1 KB ID:	1140251
    Progressive:
    Click image for larger version  Name:	Screen Shot 2022-02-16 at 17.10.55.jpg Views:	0 Size:	646.7 KB ID:	1140252
    Last edited by KernitTheFont; 16-02-2022, 10:35 AM.

  • #2
    Also getting this error in the console for the bucket renderer which may or may not be relevant:

    Code:
    [0h 0m 1.5s] [WARNING] Material "Stairs_2A17C4C6B2A60631_base@material" produced overbright or invalid color (rgb=nan nan nan) [x=662.314, y=188.262].
    
    [0h 0m 1.5s] [WARNING] Material "Floor_33CA0E3C3E05B72B_base@material" produced overbright or invalid color (rgb=nan nan nan) [x=270.190, y=396.995].
    
    [0h 0m 1.7s] [WARNING] Material "concrete_019_909C4AB9682B1602A7734E42F74F0000@mat erial" produced overbright or invalid color (rgb=nan nan nan) [x=912.338, y=80.744].
    
    [0h 0m 7.4s] [WARNING] Material "TV_Frame_909C4AB9682B1602A8734E4202500000@materia l" produced overbright or invalid color (rgb=nan nan nan) [x=626.231, y=133.172].
    Not sure why that's being flagged to be honest. Everything seems within pretty normal ranges.

    Comment


    • #3
      Also whittled it down to the sun object I think. If I turn it off, the cast shadow errors disappear. I've tried adding a new sun and tweaking the settings but that didn't work. Adding a single override material also fixes it, but I looked at all the materials and nothing seems out of the ordinary. If any of the devs could help I'd be super-grateful.

      Comment


      • #4
        Fixed it.
        I've switched the Light Evaluation Mode from Adaptive to Full Evaluation and there's no errors. I'd love to know what's going wrong there though as it was working fine previously on the same Vray version.

        Comment


        • #5
          Hey KernitTheFont,
          changing the Light Evaluation mode is just a workaround that might slow down your rendering on scenes with many lights so it is highly recommended to use the adaptive lights. We need to fix the issue with the buckets instead of using a workaround. Having pixels with invalid colors on the scene is also not good and you lose color information by having them. I don't believe that the problem with the buckets and the invalid colors are related but we need to check and try to fix both of them.
          Could you please share the full scene with us since this is the most helpful way for us to fix the issues? You can send me a direct message if the scene needs to remain private. Also could you please tell me the OS, V-Ray and Cinema 4D versions that you use?
          Thank you for the feedback it is much appreciated.
          Ivan Shaykov
          chaos.com

          Comment


          • #6
            Thanks shaio , I'll send a DM.

            Comment


            • #7
              Originally posted by KernitTheFont View Post
              Thanks shaio , I'll send a DM.
              Thank you! I'll keep the thread updated.
              Ivan Shaykov
              chaos.com

              Comment


              • #8
                Hey, KernitTheFont,

                Can you try this setup as well as you should change the GI method to BruteForce without changing the adaptive mode?

                Cheers,
                Boyan Nalchadjiiski | QA Engineer @ Chaos |
                E-mail: boyan.nalchadjiiski@chaos.com

                Comment


                • #9
                  Hi boyan – yes, that did the trick. Although it took a 2 minute 15s (albeit faulty) 960x540px render up to 8 minutes, compared to 2mins50s for the Full Light Evaluation option render. That would take my final resolution render to over two hours I think. Also the shadows in the brute force mode got a lot darker.
                  Last edited by KernitTheFont; 17-02-2022, 02:04 PM.

                  Comment


                  • #10
                    Hi KernitTheFont,

                    Thanks for helping us. Can you check what material glossiness value you are using and can you increase it to '1'? You don't need to change the GI mode and use LC in this setup. Not sure if that helps you but let's try. What else do you have in your scene setup? Unfortunately, this kind of issue is extremely weird and if you move the camera angle to +- 1 degree that's might be gone.
                    Boyan Nalchadjiiski | QA Engineer @ Chaos |
                    E-mail: boyan.nalchadjiiski@chaos.com

                    Comment


                    • #11
                      Hi boyan
                      I tried moving the cam angle by a few degrees as well, but didn't fix it unfortunately.
                      Glossiness to 1 on floor and wall didn't work.
                      Glossiness to 1 + Removing the glossiness textures removed the bottom shadow errors, but still the big error block by the TV.
                      Put the glossiness of TV frame to 1 and that removed the error block.

                      Absolutely stumped. ¯\_(ツ)_/¯

                      Would anybody be able to help me understand how a material becomes 'overbright' as well? Everything in my scene seems pretty standard.

                      Comment


                      • #12
                        Would anybody be able to help me understand how a material becomes 'overbright' as well? Everything in my scene seems pretty standard.
                        The reasons for having overbright or invalid color pixels might be different depending on the scene and there isn't something specific that causes it and we can easily pinpoint but it's usually caused by having invalid data somewhere in the scene. We're still looking in to your scene and as soon as we find what is causing the invalid pixels we will let you know.
                        It is important to know that having invalid (NaN) pixels in the scene is something that you should never have and we need to fix such cases as soon as possible when we find what causes them. NaN pixels have no values and they have no color information. This might lead to wrong calculations wrong render elements, wrong post processing results and what not. You can easily spot such pixels when you hover the mouse over a pixel and instead of an RGB in numbers (R:233; G:123; B:23) you will see something like (R:NaN; G:NaN; B:NaN) meaning that there is no color information in this pixel.
                        Last edited by shaio; 18-02-2022, 08:57 AM.
                        Ivan Shaykov
                        chaos.com

                        Comment


                        • #13
                          Hi Devs,
                          I'm still having an issue with weird render artifacts when using Vray sun and sky. Again, it only works properly when I change the lights from Adaptive to Full Evaluation in Overrides. The scene uses the Floor object, but i'm not sure it's that, as the scene above didn't.
                          There's also errors regarding overbright values too. I've updated to the latest Vray version as well. Has there been any movement on resolving this – I sent the scene above over a month ago.

                          Click image for larger version

Name:	Screen Shot 2022-03-22 at 10.36.47.jpg
Views:	647
Size:	288.2 KB
ID:	1143330

                          Here's the console output:

                          Successfully initialized V-Ray 5 for Cinema 4D, Update 2.2 (API R25.004, runtime R25.117, V-Ray version: 5.20.02, revision: 97121a24, build date: Feb 15 2022)
                          [WARNING] Could not find suitable bitmap loader for input file: /Users/timtayl/Documents/Work/ZAPP/WN_D0170967_Pitch/Models/Arial Packs/Maps/BottleFront_2k_Bump.png
                          [WARNING] Could not find suitable bitmap loader for input file: /Users/timtayl/Documents/Work/ZAPP/WN_D0170967_Pitch/Models/M&Ms packs/Images/Pouch_Artwork_Brown_2k.png
                          [WARNING] Could not find suitable bitmap loader for input file: /Users/timtayl/Documents/Work/ZAPP/WN_D0170967_Pitch/Models/Bread/tex/Bread_01_DIFF.png
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 5.7s] [WARNING] Material "Beer_Bottle_Hobgoblin_500ml_2018_bottle_909C4 AB96 82B160301878649088B0300@material" produced overbright or invalid color (rgb=nan nan nan) [x=280.307, y=821.204].

                          [0h 0m 8.4s] [WARNING] Material "Yellow_Pouch_170x130mm_4B9E3A6C9A99771A_base@ mate rial" produced overbright or invalid color (rgb=nan nan nan) [x=666.332, y=861.185].

                          [ERROR] Empty V-Ray output image file name
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 0.4s] [WARNING] Failed to init Texture RGB Color Space conversion from lin_adobergb to lin_srgb
                          [0h 0m 4.5s] [WARNING] Material "Beer_Bottle_Hobgoblin_500ml_2018_bottle_909C4 AB96 82B1603E8AA214ED0360000@material" produced overbright or invalid color (rgb=nan nan nan) [x=260.671, y=786.251].

                          Comment


                          • #14
                            Hey KernitTheFont ,

                            We're still looking in to solving the issue since we weren't able to reproduce it with the your scene at first, however we did have other reports and managed to replicate the same issue. We will update the thread when we have more information about the issue.
                            Thank you for your understanding.
                            Ivan Shaykov
                            chaos.com

                            Comment


                            • #15
                              Hi!

                              We had similar issues last week. But Only on the first frame (frame 000) of our animation. And only with depth of field turned on. Although we only played around with the light cache vs Brute force settings they both had issues (the brute force had less black buckets but still had them). Interesting thing that this was only present on the first frame.
                              We solved the issue with rendering the first frame in progressive mode and the rest with buckets .

                              I'll attach a sample scene a bit later.

                              Comment

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