Hi,
ive got issue with a quite well lit scene and normal details.
i am getting really ugly light leaks.
scene lit with HDRI and 3 plane lights in the window openings
IM settings:
-5-3, hsp subdivs 120, samples 20
DE on
LC
1500, 0.02 sample size, prefilter 100, retrace threshold on
rendersize 3500px
i saved the images without gamma so the leaks come out more obvious
+1 for check sample visibility, it often solves this kind of situations. @cubiclegangster : is there something particular you find weird into solidrocks, or it’s the whole thing ?
I’m ready to offer you a licence if you’re ok to make your own preset with it and share it.
Haha, from what i’ve seen of people posting solidrocks settings they just seem very different to anything i’d use.
I’d be interested to see how they compare, but I change my settings between object passes - the last time I rendered a full image in one go was not at all recent…
I wouldnt take it personally, they’re just not what i’m used to seeing.
I often go up to 200 subdivisions with IR on a scene such as this with lots of detailed joinery. IR sucks on very intricately curved geometry with low subdivisions & gives you the messy look you are getting.
TIP- use -check sample visibilty with the realisation that your whole image will render slower just to fix something you can do in 30 seconds by making walls with thickness or putting a box outside the wall. NEVER USE 1-SIDED GEOMETRY FOR WALLS!!!
I never ever use one sided geometry :-)) apart from leaves and really thin stuff.. True enough though that IM subdivs need to go way up for this sort of stuff