Hi,
I have this weird issue often. Most corners in my renders appear to have increased light instead of be darker. I don’t use AO (though that would darken them but also leave some lighter areas so it looks even worse)
I used BF/LC. I tried doubling both BF subdivision and LC but it remained the same. I don’t think I have any pure white objects, my whitest white is usually 195, and I used scene converter just in case I have some standard materials left but none helped.
You can see this on some objects, but mostly ceiling near the book shelves.
Oh and, I moved walls vertices beyond ceiling just in case there was a tiny gap causing it but it remained.
Looks like a Light Cache problem to me… Can you post a screen shot of your LC tab so we can see what settings you have used? Have you tried decreasing your sample size?
This is a very good point, and an easy way to test, Make both Brute force if it still occurs make both light cache, that way you will know which is the problem…
Hm LC/LC makes a very clean scene (no glowing edges) while BF/BF makes it all black, like there is no GI…weird. I use SolidRocks setup of it. I tried increasing bounces from 3 to 16, since I don’t know how BF/BF works, but still basically black.
I usually only add sun for day scenes without sky portals on windows. It seams that made BF/BF render black. Now I added lights on all windows and BF/BF is ok, but rather darker than LC so I think overlaying those two makes those glowing edges. Any reason LC is so much brighter? I guess I can reduce secondary multiplier to 0.7
Here’s the new render with lights as sky portals on windows and doors. Also a in progress render capture to show the difference between LC and final render.
It’s not just the ceiling. You also have lighter areas between the books and at the bottom of that wall above the skirting.
Post your render settings please
I suggest you try without solid rocks and start from the default settings, turn off AA filter, Reinhard color mapping (brightness 0.25, gamma 2.2); enable GI with IR (low) and LC 700, retrace treshold and LC for glossy rays enabled.
Otherwise upload your file or post some screenshots from your viewports and settings.
EDIT: also try an override material, with ur glass geometry in the exclude list.
It looks like your materials are too bright to me. Particularly the place mats, the books and the paint on the walls. Try using diffuse colours with a value < 200 and in the ‘output’ rollup of your books bitmap reduce the RGB level to 0.784 (200/255).
LC generates lighter result because it could trace much more samples than any other GI engine. More rays bouncing in the scene will definitely make the scene a bit brighter especially for enclosed scenes.
If you still have troubles with solving this case you could send the scene or simplified version of it for investigation.
I never use diffuse higher than 195…walls are much darker than that. Will try to reset.
SR has a specific way of setting things up…it usually works…usually
I think you mean the bottom plate. No, it has diffuse 165, same as it’s fresnel reflection and no texture. I think it’s just more effected by the glow…light bouncing
So i tried to change my render do default and than back vray which reset vray, than I manually set BF/LC but it was the same. Then I went to SR, hit button “vray reset” which reset something else because now LC is much darker than before - with all the same settings, and it seams better, still some glow but now that rendered corner is black while there is still some glow to the right.