I have tried playing with the adatptive sub D sampler but that doesnt seem to do much at all a setting of 0 to 4 looks the same as 0 to 8, there is almost no direct light on the walls and there in lies the problem I think. I have a hard time getting a sharp render, it looks like the image sampler smoothes the image to much and creates these small splotches. Maybe I am going about this the wrong way? Grateful for any help I can get
regards Tobias
Did you mean -7 -1 on the irradiance map? it looks a bit smoother but the splotches got a lot bigger, I’m thinking of going for monte carlo on my primary bounces too because i don’t mind noise and our render farm can handle it, even though it will probably take all weekend doing the 200 frames I need. Or do you have any other tips and trix?
regards Tobias
Try the high preset and work the numbers after that, are you getting any warnings from the VRAY window? Might be an over bright causing the issue as well.
Cheers
Mike K
I use the “Very high” setting, the light I use is one target direct with vray area shadows. The pictures renders pretty dark so I use the color correct in the framebuffer to make it brighter ( I learned this from a Gnomon DVD) , maybe this is what “brings” out all the noise. I will do some more testing. by the way I don’t think there is any problems with the geometry since everything in the shade looks splotchy, and there is quite a lot of stuff in the scene. btw Vray gives me no warnings…
Thanks!
/Tobias
From the settings in your first post, change the clr treshold to 0.35 (IR map). Going lower than 0.3 is only needed if you want very fine GI detail with the IR map. Maybe also increase the hsph subdivs to 70 or something.
This has nothing to do with AA, these are GI splotches, so to test it you can even use low AA settings it won’t matter.
Upping the hemispheric rays to 80 seems to have done the trick. but I will do some more testing. I have a Direct light as a sun that sweeps through the room, for that I will probably have to use Monte carlo, but for the stills irradiance map is fine. the stills are over 3000 pixels wide so storing the Irradiance map speed things up a lot.