I’m having this problem on some scenes (seems quite random) since I use Maya 2015 Ext1 SP5 with Vray 3.0 (official build).
It’s a Maya2014 + Vray 2.4 scene loaded into the new configuration.
I’m searching since this morning on the Forum and testing to find where it comes from, but I couldn’t find any clear answer.
Has anyone experienced these artefacts ?
UPDATE1: It seems to happen only in DR. So far I cannot find any error message on the DR nodes ( all have last version of Vray3.0, but some are on W7 and some on W8 )
it is maybe caused by the carpaintshader (I have to test more). → it seems that when I put base reflection of carpaintshader to 0 (previously on 0.3) the splotches are gone (so far).
here is a little test board. As you can see it’s quite random.
Thank you guys. But I nearly never use self-illum; it could be eventually light mtl too high, but what bothers me is that this exact scene was rendering really fine on Maya2014+Vray2.4.
I have a second problem. I’ll post it here also as it could be related. I worked on a other scene yesterday which was also created on Maya2014+Vray2.4. It was rendering fine, but I noticed at some rendertests that sometimes a render node can make bad tiles. It was random, not every time, not always the same node…
Over night, hoping it would be ok, but still nervous about this problem I cannot identify, I decided to launch 4 views of the same scene, but twice. Here is the (bad) result:
I used 4 nodes (S1, S3, S4, C1) + workstation
Batch rendering from command prompt window as I always do.
- view A, Render 1: node C1 made some bad tiles (they seem to have bad GI)
- view B, Render 1: ok
- view C, Render 1: ok
- view D, Render 1: C1 + S3 made bad tiles
- view A, Render 2: S3 made bad tiles
- view B, Render 2: S4, S1, C1 made bad tiles
- view C, Render 2: S3 made bad tiles
- view D, Render 2: S1, S4, C1 made bad tiles
As you can see, it’s random. It’s not always the same nodes which give a problem. The only computer that doesn’t make bad tiles is the workstation. And when a node makes problems, it’s not all the tiles of this node, it’s just some tiles It’s not view dependent as I have two renders which are fine… I could not find any error message in the command prompt windows.
And this scene was rendering fine with Maya2014+Vray2.4 !
But no splotches this time. I’m lost !
Is there any chance to send us some output images in order to see where exactly is the issue.
Is it always related to a specific texture, material, geometry etc?
Does it happen or every scene or just on particular ones?
Do all the machines participating in the rendering use the same V-Ray build?
How V-Ray Render Slaves are launched - manually or as a service?
What is the OS of the machines? Do they use the same OS?
Are there any bucket discrepancies if GI is disabled?
Dear Svetlozar,
Thanks for looking into this. I sent the rendered views already.
- it is not related to specific texture, material or geometry.
- all machines had the official Vray 3.0 build installed
- Vray slaves are launched manually
- some computers have Windows 7, some have Windows 8.1 (but it doesn’t seem related)
- I didn’t test without GI
I’m doing right now the same renderings with Maya2015 and Vray 2.4 (official build for Maya2015)
I just rendered out the first view (same views as overnight) with Maya2015 + Vray2.4 (official build). Render is fine as it should be, it’s just slower than Vray 3.0
I think there is something to investigate…
Am I the only one who has problems with Vray 3.0 ?
I will get this information to you as soon as I can install Vray3.0 again. For now I have to speed on projects. I will probably do this next week.
I had these problems on two different scenes for now, couldn’t test more than that.
New tests this morning. To start, I uninstalled all versions of Vray on each node, re-installed Official VRay3.0 build and restarted systems.
On my second test scene I used previously I had these settings (to respond to previous questions):
- Embree: unchecked
- Probalistic lights: unchecked
- Transfer missing assets: unchecked
********** This is mostly about problem N°2: some nodes make randomly bad tiles **********
workstation + 5 rendernodes (S1, S3, S4 are on windows 7 | C1, C2 on windows 8.1)
All tests made on same scene, same view, same render size (1350x891)
- test1: with previous scene (embree:off, PL: off, TMA: off, GI on, Irrmap + LC) → S4 made some bad tiles
- test2: (TMA: on) → C1 made some bad tiles
- test3: (TMA:on, PL:on) → S3 made some bad tiles
- test4: (hide fur + fur object / I had messages that fur material produces overbright or invalid color) (TMA:on, PL:on) → S3, C2 made some bad tiles
- test5: (hide fur, PL:off) → S1, C1 made bad tiles
- test6: (unchecked GI) → seems ok, but difficult to see as some areas are pretty dark
- test7: (GI:on but primary and secondary brute force) → no bad tiles !
Curiously, the bad tiles seem to happen principally in second half of picture, except for test1 (but random)
I could make more tests as I have nothing special to render out right now, just tell me what to do
I will pack scene and send to support ([#415024])
1. Irrmap + LC (Irrmap auto save checked (previously always unchecked) / Mode single frame) → ok
2. same but again uncheck auro save (and Vrmap deleted) → bad tiles
3. again checking Irrmap autosave → ok
4. Irrmap “from file” saved from test3 → ok
seems here that simply ticking “autosave” for IrrMap resolves problem ???!!!
next tests have autosave off
5. IrrMap (primary) + BF (secondary) → Bad tiles
6. LC (primary) + BF (secondary) → ?? Hard to tell
7. IrrMap (primary) + none (secondary) → ok
8. LC (primary) + none (secondary) → ?? Hard to tell
I’m sending views for those to support.
9. IrrMap AUTOSAVE (primary) + BF (secondary) → bad tiles
This test is contradictory to what I deducted from test 1 to 4