Square artifacts on Vray Standalone

Hi,
Im using Vray 4.10.02 and Im getting these artifacts (attachment)
The same scene renders fine in Vray for 3ds Max

What could be causing this?

It seems that this problem happens in the specular pass. Does anyone has idea why this happens?
I also posted the material nodes, I will try to change some of the maps and see if something happens.

Also on the black parts, there are objects that have the property visible to camera = off and cast shadows = off



So it seems that the cast shadow object property is causing this issue, if I turn it on it renders fine

Can you get me a scene for this?

I have attached the scene, I have changed the geometry but the problem remains, Its a vrscene file but I had to change the extension to .txt to be able to upload it here.

I did some further testing and here are the results:
So the scene has two objects I will call them front and back object, these are the settings:

		FRONT Obj
		BACK Obj
		ARTIFACTS

1
Visible To Camera: OFF
            Cast Shadows: OFF
            Receive Shadows: ON
Visible To Camera: ON
            Cast Shadows: ON
            Receive Shadows: OFF
YES

2
Visible To Camera: OFF
            Cast Shadows: OFF
            Receive Shadows: ON
Visible To Camera: OFF
            Cast Shadows: ON
            Receive Shadows: ON
NO

3
Visible To Camera: OFF
            Cast Shadows: ON
            Receive Shadows: ON
Visible To Camera: ON
            Cast Shadows: ON
            Receive Shadows: OFF
NO

Example 1 is what I want to use and how the attached scene is set.
plane.txt (60.5 KB)

Do you have the original max file?

Here it is, its from Max 2019
SquareError.rar (484 KB)

It seems it only happens with Irradiance Map. We are slowly deprecating it as a GI solution, so a complex scenario like yours, might not be fixed in the future. Please try rendering with the default combination of BF+LC.

Is there any chance it could be removed in the fututre ?!! if yes then please don’t ! it is one of the top 3 reasons why I love V-Ray (beside 2D displacement and support team) !

All kinds of prepasses are really in the way of all current and future optimizations in V-Ray and so we are simply advising to not use Irradiance Map. Our goal is users to sick to the default settings as the best approach.

Yes that’s a reasonable and in the recent years I try to stick to defaults as much as I can (I would say in 80% of my projects) ..but sometimes especially for architectural walk-through when we need something fast and dirty to meet the deadline using irradiance map is so much faster !
So please consider that .
I know you probably already have some usage data from the “feedback program” but maybe creating a poll here could reflect how much users are in needs for this too?

That’s horrible news. The ability to fall back on faster and affordable GI “cheats” like combining IM and LC is one of the main reasons why I use V-Ray. Not everyone needs to render 100% highly detailed, photorealistic images. Sometimes (mostly, in my case) good enough is better than perfect when factoring in cost and time.

Then go for the defaults + denoiser? Fast results + hassle free render setup.

Thanks for your reply, but I have to echo what M.Max said. For still scenes with a standard setup those values are often fast enough, but even in stills it’s enough to increase the GI strength substantially to throw the system off. Hassle free render setup is nice, but I also like the current setup of having access to alternative options and more in depths tweaks. And then there are flythroughs, of course. (On 3.6 still, so no idea if there is some changes in regards to that in Next).