HDRI refl;ection maps are causing pixelated renderings?

Hello and thanks for your time,
I seem to have found some previous posts concering this issue.

I just wanted to know if there was a patch or a work around for this error?

I tired the script for Max Listener for all my lights in the scene and it still does not work.

any solutions?

D

Can you show me?

Best regards,
Vlado

are you talking about the reflections of HDRI light or overall pixelation?
If you have applied the script to fix the dome lights reflections and still see the reflections pixelation, then your HDRI source file is probably too small.
M

thanks for the reply!
Not easily unfortunately :frowning:

I can discribe it more: Basically I have a silver object with some regions on it that are “frosted”. Frosted is a roughed up, scratched up, or noisy version of the metal but the detail size is really small so it looks uniform and so it breaks up the reflection of the silver.
When this is all applied onto my object and rendered, without any reflection map, it looks really good. but when I use an vrayHDRI map in the environment slot (which is desired) it pixelates the frosting effect- it looks noisier, aliased, or undersampled.

My render settings are typical for high quality renders: Michell@ 1/8 only w DMC, Exponential, GI on with Irradecence and Light cash on, DMC threshold 0.005, noise 0.01

This did not occur when I was using a trial version fo 3dsmax 2013 with a trial version of VRAY (latest version). But now on a purchased version of 2014 and VRAY Adv and latest version, it occurs

Your settings are not typical for high quality renderings unfortunately.

Please upload your scene, or a stripped down version of it and I will fix the settings for you.

ok, great I can easily change the settings but the pixelation still occurs… even with optimized settings, and higher resolution hdri maps. BUT it only occurs when I apply the frosted looking materials, not on the silver material alone.

Can you send us simple scene for investigation ?

You aren’t changing the settings correctly man.
Unfortunately, some scenes require tight optimization and I can’t describe any useful advice without seeing a render or sample scene…

Attached is a scene and some jpegs showing the situation. In image 1, the frosting checker pattern on the silver ball is correct, but there is no HDRI map used. When I add an HDRI map in the environment slot in 3dsmax, the frosting texture becomes grainy looking and aliased. It looks worse even close up. More rendering sampling wont fix this.
Please check out the scene and let me know what I missed.
thanks, K

PS how do you attach a 3dsmax 2014 file?


Oh, that. Increase the segments of the sphere and it will go away.

You can attach a .max file by making it into a .zip first.

Best regards,
Vlado

hmmm…kind of dont understand your reply here Vlado, sorry :slight_smile:
Since when upping the segments changes the quality of sampling? Or did you mean something else i have missed?

Well, through RDP it seemed like there was faceting like you sometimes get with glossy reflections. But I see now that it doesn’t look like that. In which case I guess it’s just a matter of increasing subdivs for the glossy reflections in the material. Or using a dome light.

Best regards,
Vlado

Max files are not allowed to be attached directly - you have to first ZIP-it and then use Attachments button in order to upload the ZIP file.





thanks for the reply Vlado. but thats not the issue. It will occur on a sphere, cube, pyramid, any shape with any supbdivisions, including imported meshes. I will upload the max file..

yes, that too..:slight_smile:

here is the MAx file
test file to resolve grainy issue.zip (47.6 KB)

I’m at work so can’t respond properly for a few hours but as suspected, your settings were incorrect and this is simply a sampling issue.

First of all, you were using a pure black value for the glossiness, you’re going to need a shitload of material subdivs to tackle that. 512-1024 (Seriously)
I’ll get into how to control the DMC sampler tonight

The noise comes from Bump channel of materials applied to the sphere.
The scale of the map is very very small and at the same time its height is very high - if you change the height to 3 or lower the noise disappears.

thanks for the first feedbacks..

First of all, I did not get this grainy-look issue with the exact materials in a trial version of 2013 and VRAY 1.5. Once I purchased 2014 and VRAY 2.0 and mgerged my scene in, I started noticing this rendering issue. It only occurs with this latest software.

Second of all, the grainy issue only occurs when HDRI maps are applied - in 3DS max environment slot or in the VRAY environment slot.. Once the environment is disabled, I do not get this grainy problem.

I’ll admit, I can experiment and find more optimimzed settings for sampling and rendering, but for starters, this is not the inherent issue. The issue starts with the two points above. Please try using an HDRI map in the environment slot and compare.

Also, If I increase sampling to smoothen out the graininess, my rendering times goes through the roof. If I reduce my noise bumps, the desired look in not achieved ( I need close-ups of this material to show the noise bumps). Again, I did not have to do any of these in 2013 and VRAY 1.5

thoughts?
thanks for your time, K

We will check to see if there is anything wrong with this, but in general, if you put noise in, you get noise out…

Best regards,
Vlado