Light Leak

I received the scene, and i *think* i fixed it.
A) Shelled every piece of geometry (it’s never a good idea to have open geometry with coincident vertices. As Dmitry said, better to have CLOSED geometry at all times. hence the shell modifier)
B) Made sure the end vertices of the beams penetrate the walls
C) Re-applied smoothing to most meshes
D) Set GI to IRMap/LC : IRMap high presets, customised to have a -7/0 min/max settings, 50/20 hSubds/interp, turned on check sample visibility.
Result below rendered in 3.35 on a single AthlonXP 2 ghz 1GB ram.

Simbiont isn’t installed here, and those procedurals can be extremely slow to render. Try and render out the 2D maps, rather than using the simbiont map/material.

Regards,
Lele

Lele put a camera right near the door to see who accurate the shadows are. All that was really need was higher Irmap settings.

But yeah the geometry need some work toon

Aye, you were right, mate.
Needed some more point welding to get it right.
crop here rendered in 1:08 on my old hag.

Oh, i inserted a box to check accuracy against the door corners.

Lele

Lele, these settings are GREAT!

The original scene actually renders quicker than your edited version though. (at 320x240 yours: 2:42, original: 2:26)

And, if I’m not mistaken, these settings will work fine with animated objects and people in the scene as well, so I won’t have to comp them in.

Nice. 8)

And thanks again.

they will as long as you’ll set the LC and IRmap modes to animation.
If you have animated characters, i’d suggest a more brute force approach, with a nice IRMap+QMC PER FRAME.
New each time.
When settings are good, it should hold its ground against flickering fairly easily.

Lele

Yeah its ALOT better now. Thats about the point i got too.
But its still not 100% well not as sharp as QMC anyway, but heck its ALOT quicker.

You probabaly dont need the IRmap to be -7/0 tho.. maybe -3 or even -2 might well be enough.

One thing i noticed about having the min settings so low, is that the IRMap will distribute samples in a VERY adaptive way.
Big, flat, diffuse areas will get progressively less sampling as we move towards the max rate, and create large areas in the process, avoiding splotchiness.
The really “hard” sampling at this point is only done in areas that need it, and i can normally afford it better, this way.
Often, sampling an area at -3 is WAY too much.
Do have a try and see if it works the same on your side.

Lele

true, plus in my tests the time difference was negligable.. like a few seconds on a 1 min render.
Might be more noticeably slower on a render with textures and detail tho.

Aye, if the detail (geometric, that is. haven’t seen textures change the way IRMap works, but that may be due to my shit renders, lol) is greeble-like, then it’s a lot better to start with a higher min rate.
In normal archviz situations though, it does work nicely :slight_smile:

Lele