Light Leak

I’ve got light leaks.

I did a search for this problem and the main solution mentioned is to turn the irradience blur setting to 0 -but VRay 1.5 doesn’t seem to have that setting.

Turning on “Check sample visibility” helped slightly, but not much.

I’ve refined and tightened my geometry all over the place and nothing seems to work.

Any suggestions?

Thanks.

Can you post an image or email one to vlado@chaosgroup.com? Also, what are your GI settings (e.g. which GI engines are you using)?

Best regards,
Vlado

also check to see if your walls are actual shelled objects, so they have two sides. This will eliminate light leaks.


It’s a 1000 b.c. Assyrian palace

The view is from a VRAy Physical Camera. I am attempting to light everything with the light that’s splashing around outside, coming through the doorways. All the light is outside is from a VRaySun and VRaySky.

I would have done it with area lights in the doorways but this is an animation where the camera has to go from outside to inside and look through the doors to see the outside courtyards a couple times, so I just want things to be s natural as possible.

And even when I do light it with area lights in the doorways, the problem is there at least a little bit.

For settings I started from the defaults and have been tweaking things to try to get more light in there -mostly just the camera and Sun and Sky.

And I increased the HSph. Subdivs to lessen the smudginess.

I’ve saved the render settings. Here’s the file.

Thanks

Just an update: Through my experimentating I have found that neither the VRay Camera nor the Sun and Sky systems have anything to do with the problem. I tried Shelling the all mesh in the area pictured but that had no effect. Also: I get more splotchy artifacts when I turn on “Check sample visibility”.

these leacks look like bad irradience map.

Are the walls actually penetrating the floor?
And yes, either the IRmap settings are really low, or as Dmitry said, you have a precalculated IRmap doing silly things: make sure you calculate it as fresh.

Lele

Just try QMC/LC (primary/secondary) locally on these places. If it’s gone - then it’s a baady Irrmap. settings. Possibly :smile:

It looks indeed like low GI settings. Either the irradiance map Max. rate is too low, or the light cache sample size is too big.

Best regards,
Vlado

I’ve solved the problem using the same settings, but with VRay lights in the doors. I just have to tweak the camera path so that you don’t see outside at all. To make it work with only the natural ambient light outside just takes too long to render with the settings cranked up like they need to be. :frowning:

just curious, how long is too long?

>> just curious, how long is too long? <<

An hour per frame.

Something’s wrong then.
Is it so impossible to post even just a stripped scene which has no textures, just the main problematic geometry, and sun and sky?
That way we wouldn’t be poking in the dark…

Lele

And I cant see anyway those frames you posted could take an hour a frame.. unless you on a pentium 90 or something.

There must be something else at play. As Lele said could you post a stripped down scene (if you can post everything) so we can have a look at it for you.

I’ve just sent you all an e-mail.

Sorry, mind sending one @ lele at emanuelelecchi.com ?

A lot more confortable to check from home.
Thanks.

Lele

done

After opening your file, changing your IR map settings back to the low preset and put LC as the 2nd bounce, it renders on my X2 4400 @640x480 in 3mins.
The light leak is still kinda there but i am fairly certain its mesh related.
So to confirm you were getting 1hr render times @ 640x480?? what were your render settings?

I will have a further look tonight. As checking it out via VNC is tedious to say the least.. :lol:

But by doing what i said above the light leaks is alot less. Just need to check the mesh abit and should be sorted :slight_smile:

Hmmm ok its all about the IR map.. you need to use higher min max settings to get it nice and sharp.
I joined all the mesh and weld all vertices and it didnt really make any difference, i will rebuild the mesh just to be sure.

But if you raise the min and max to say -3/0 it will be alot better. Seems odd tho, i think its mainly because that area is being light be indirect light only. If you had the sun coming thru there it wouldnt be such an issue.