thanks, unfortunatly, even with a hemisph subd for IR set to 50, I still get some splotch and the render time explode (as mush as brut force I guess)!
Left : hemisph subd =30 render in 1’22"
right : hemisph subd = 50 render in 2’38"
I may have to go up to 100 to get a good result and the render will never end!
Under your Irradiance map rollout, and under the sub category of Advanced Options… what is your Interpolation and Sample Lookup set to?
Maybe try either ‘Least Square Fit’ or ‘Delone’ for Interpolation, and Overlapping for Sample Lookup. It may not be perfect, but it has made issues like this close enough for me in the past.
My HSph. subdivs is almost always set between 60 and 90.
You may even need to go over 100 to get a good render!!! Often I get up to 200 subdivisions in a really complex scene…but that’s not a problem as it’s only the GI stage that slows down NOT the actual render stage.
You have to acept that render times & final quality are ultimately tied to the complexity of your scene…you CANNOT avoid the fact that highly detailed geometry & unevenly lit scenes [such as interiors] will ALWAYS require higher settings.
Remember that the default setting of around 30-50 subdivisions are often way too low to get a clean solution in a complex scene.
I would also suggest using detail enhancement if using IR…at a radius of about 2-3 cm …Detail enhancement is BF so you CAN have the best of both all worlds using this method. Irrad-LC-BF all being used in the same render.
Here are the full setup.
Keep in mind that we are using solidrocks plugin as our main goal is design no to make 3D, so we are not expert with vray render setup!
You could also try raising the number of Interpolation samples (underneath Hemisph. Subs) a little. It’s a balance between smoothing out splotches and loosing details but it’s worth a trying to find the right amount.
Also I found the quality of interior lighting strongly depends of the quality of your light sources. Avoid lighting the entire room just with vray light mat objects for example and use a few IES or vray lights with high subdivions (or both). Poorly lit rooms are always more splotchy.
Hm, these are not bad settings actually; if you like you can send that part of the scene to vray@chaosgroup.com and our support guys will help you out.
Render the irradiance map & LC seperately at 1200px wide or so and set the irmap preset to high 90, 45.
Use a plugin like vray material control to turn reflections off all materials for this pass. Turn them back on for the final render.
Having reflections off will brighten up the room a little, but if you render to float you can pull this back down easily enough. It’s by far the quickest and best quality you can get though.
BF is a nightmare on interiors.