blotchmeister

I don’t usually have problems with blotchy GI but this file is giving me fits. As you can see the bright surfaces like the walls and ceiling have a lot of dark smudges in the GI. It doesn’t seem to help if I increase the Maximum Rate in the Irradience map setting. Actually it seems to get worse. The smudges become more defined.

I am fidding with the VRay settings at the object level by increasing the Generate and Receive GI values. I did this for both the floor and ceiling. But the values are not too extreme - Generate = 1.25 and Receive = 1.5. Could this be messing me up.

My deadline is tomorrow morning, so any quick suggestions would be greatly appreciated. Thanks

the first thing I increase when I have the blotchies is my HSph subdivisions. Try 80 and see if it looks better. You could also increase your Interp samples to maybe 30 to blur the GI just a little.

Theat big black square is the worst blotch I’ve ever seen - it must be a bug??

:wink:

(sorry)

Yes, percy is right…

As far as I can see your render, that comes from not enough GI samples..

This happens often when your simulate lights with VRayLightMtl…
For producing clean result with VRayLightMtl in the GI, IR needs higher values.

Best regards,
nikki Candelero

Try lightcache for second bounces.

Could it be that the thing you’re hiding produces the blotches?

Increasing the samples helped and adding an omni light - without shadows - way down low to add a little light to the ceiling in general also helped a bunch. It was sort of like the GI was light starved and I was trying to up the amount of light that wasn’t really there. Anyway, it rendered fine. Thanks for all your help.