hi guys.
i really tried everything out (different IrrMap-settings, with and w/o DE), i just don’t get rid of this nasty splotches. of course i could use QMC, but it’s deadly slow and renders darker than IrrMap.
have you guys a solution or the ‘super-IrrMap-settings’ i could apply?
btw. the scene is entirely lit by 1 vraysun.
thanks so much in advance.
the size of the splotches is controlled by the irradiance map resolution (ie the max rate)
the variance in the color of the splotches (ie the quality of the samples) is controlled by hsph subdivs
the blending or smoothing of the splotches is controlled by interp samples.
you could easily remove the splotches by adjusting all 3 of these values
i would start hsph subdivs at 20 (since it has such a tremendous effect on render time)
i would stick with the presets
i would take inter samples up to 100 if necessary before going crazy with the other 2 settings
you should also use some vray light planes to act as fill lights in your windows and doors…it reduces the need for such high quality gi settings
I’d suggest you to try the method outlined in other posts on splotches, and to get rid of “check sample visibility”.
If the geometry is very thin, give it some thickness.
You’ll render WAY faster and a lot more cleanly.
thanks guys, just checking your methods.
indeed i model the walls as thin planes.
so the way to go is to give them some thickness? but what’s the porpose.
i have geometry which encloses the inner model, so that no light is entering where it should’nt.
still no luck so far.
if i don’t succeed may i give the scene to you to look @ it lele?
i would appreciate that.
cU later
Check sample visibility - this is used during rendering. It will cause V-Ray to use only those samples from the irradiance map, which are directly visible from the interpolated point. This may be useful for preventing “light leaks” through thin walls with very different illumination on both sides. However it will also slow the rendering, since V-Ray will trace additional rays to determine sample visibility.
I didn’t receive anything at all in mail, sure you got the address right?
Thx for the quick answer. Then I misunderstood the sentences (maybe hoping for a ‘wow make your renders twice as fast enlightning’ - hehe).
I never use the ‘check sample visibility’ and make things ‘thick’ anyway.
Is it right that the hsph subdivs are affected by the global subdiv multiplier?
I’m trying to get a nice result at the moment, but with interp samples at 60 I am getting light leakage… so if I reduce the interp samples, I start to get blotches. If I drop the interp samples to say 20, what should I adjust to get rid of the blotches? … increase my hsph subdivs from 12 to 40(with the performance hit this would entail), or change the irradiance map resolution?
Yes it affects irradiance map sample quality. personally i wouldnt suggest ever increasing the global subdivs multiplier because you can really send your render times through the roof if you are not careful. yes it’s a quick fix but you will multiply samples taken everywhere…in places where extra sampling is not needed. blurry reflections, dof, motion blur…everywhere
“Global subdivs multiplier - this will multiply all subdivs values everywhere during rendering; you can use this to quickly increase/decrease sampling quality everywhere. This affects everything, except for the lightmap, photon map, caustics and aa subdivs. Everything else (dof, moblur, irradiance map, brute-force GI, area lights, area shadows, glossy reflections/refractions) is affected by this parameter.”