Does Corona have problems with tall, narrow windows?

Hello all
I’m not sure whether i need help or i need to report a bug, so first i’ll try here. I’m testing a church like object (tall, with tall windows). Object itself is extremely simple, lighting is Corona sun and sky, material is just a default Corona material, all setting are on default. All openings have sky portals (properly placed), but they don’t help a lot.
Still something as simple as this doesn’t really clean up bellow cca 150 passes. Here are screen shots, noise is especially visible when zoomed in. I know, i know, i’m not supposed to zoom in, and if i need bigger resolution render it bigger… It’s just to show it better.
So where is the problem? Well, i may be wrong, but isn’t 200 passes for something as elementary as this a little - to much? How much would it take if this object is filled with furniture and reflective materials!
Another thing, those dark corners. They look like ambient occlusion is applied, and frankly, it just looks… not right.

Any ideas?



I see, thanks for the info. I thought the simpler the object less passes is needed. Was expecting it to clear up in 15 passes :smiley:

To be honest, that looks wrong to me in every render engine. They all have that darkening of the corners, and here i am, looking in the corners, they’re not darker at all. I thought it could be eyes “correcting” things, so i even took a photo of a corner once :smiley: The ceiling did look a little darker, but not the walls. Or at least not so much as render engines make it to be. Ah well…

It is 200 passes but it didn’t take very long time to render, so you could simply devote more computing power to GI than antialiasing by increasing GI vss AA balance. Btw, what are your render settings?

It is possible to clean after 15 passes - if you adjust render settings.

To be honest, that looks wrong to me in every render engine. They all have that darkening of the corners, and here i am, looking in the corners, they’re not darker at all. I thought it could be eyes “correcting” things, so i even took a photo of a corner once :smiley: The ceiling did look a little darker, but not the walls. Or at least not so much as render engines make it to be. Ah well…

This is probably because of most corners you see in real life are rounded (a bit, but they are). It could be interesting to check how rounded corners of a room would look in Corona. Right now, in the room where I am, I can see some of the corners which are actually slightly “glowing”, and others are darker like on your rendering. It clearly depends on light direction. The wall paint may be also a little reflective. :smiley:

Another thing is that adding some kind of ground plane with more realistic material (or darkening ground of environment map) has huge impact on interior lighting.

Everything is at default, i tried AA/GI balance, didn’t have to much of a affect.

Right now, in the room where I am, I can see some of the corners which are actually slightly “glowing”

EXACTLY THIS! I wanted to say this but thought i’ll be pronounced crazy :smiley: It seems, at least to me, that this “glowing” of corners happens more often in real world then darkening.

Some real world renders showing different kinds of corners. :smiley:
Glowing/darkness depends on lighting and rounded-ness.



You are right :smiley:

Btw. you need a lot more passes on these two :smiley: