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It happens because none of the initial rays within the bucket hit any object. To improve this, you can:
1) increase the bucket size;
2) increase the min. subdivs for the Adaptive DMC image sampler.
The effect of these would be to increase the probability that some ray in the bucket hits an object, so that the rest of the bucket can be supersampled properly.
We have a pretty consistent problem of overbright (almost infinitely bright) white squares that appear in lots of renders. doesnt seem to have a rhyme or reason...
Ah, ok. They usually happen when a ray hits something very bright. This might be the sun, or another light source (or a glossy reflection or a light source). In the case of the sun, it might help to enable its "Invisible" option (also in any VRaySky textures that use a manual sun node). Enabling the "sub-pixel mapping" and "clamp output" options for color mapping might also help.
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