The definitive VRay spots 'n' blotches topic

Hi,

Here’s my definitive checklist to get rid of unwanted blotches and splotches when using VRay’s irradiance map GI method. Maybe this is a good topic to turn into a sticky one, as newcomers will keep panicking at their first encounter of the blotch kind and the same questions will be asked over and over.

The blotches can be divided into three categories:

1: General smooth splotchiness in indirectly lit areas of a render.

This phenomenon can roughly be compared to the noise that occurs in areas of a photo where not enough light was present to capture a clear snapshot of that area. In other words: it is simply a shortage of bounced light ray information, resulting in image coarseness in the areas that are indirectly lit.

Solutions:

• In the VRay render settings turn up the amount of hemispheric subdivisions (GI sampling detail), lower the color treshold values and normal treshold values, for a more detailed evaluation of bounced light in the scene. If necessary raise the interpolation samples for more smoothness.

• In the VRay render settings adjust the QMC (Quasi Monte Carlo) sampler parameters: lower the noise threshold and the early termination amount and raise the minimum samples.

2: Smooth bright spots in problem areas of a render (hard edges etc.).

Solutions:

• In the VRay render settings turn up the amount of hemispheric subdivisions (GI sampling detail), lower the color treshold values and normal treshold values, for a more detailed evaluation of bounced light in the scene. If necessary raise the interpolation samples for more smoothness.

• In the VRay render settings adjust the QMC (Quasi Monte Carlo) sampler parameters: lower the noise threshold and the early termination amount and raise the minimum samples.

• Turn on the “Check sample visibility” checkbox in the irradiance map’s advanced parameters rollout. This can especially be a solution if the irradiance map has a low resolution. It works by checking if the sample points in the irradiance map are actually visible from each point before using them in the interpolated lighting solution.

• Check if every element that’s present in the scene has at least some thickness. Objects without any thickness can also be a cause of the smooth bright ‘light leaks’.

3: Harsh white splotches.

Can occur when highlight values are being clamped too far beyond white and/or when certain UVW coordinates at the edges of bitmapped objects cause bouncing light rays to become ‘confused’. :slight_smile: These kind of blotches do not necessarily occur where the highlights are, but can occur at seemingly random positions in the render.

Solutions: here we go …

• Activate all “Apply” checkboxes in the Cropping/Placement section of your bitmaps (no need to actually specify a cropping region), or run the free MaxScript that automates this, available at http://www.varcht.com/tools.htm.

• Don’t use the default Max Raytrace material or map (use a VRay material or map in stead).

• Don’t use the default Max Reflect/Refract map (use a VRay map or material in stead).

• Avoid overbright highlights by using a shader like Phong and limiting your specular and glossiness values.

• Turn off “Reflective GI caustics” in the VRay renderer settings. It can cause overbright highlights, especially when using a bright HDRI map for your lighting.

• Limit your map output (do not raise your map’s output level to higher than 1.0 and do not raise the map value in front of the map slots to higher than 100).

• Be careful using self-illuminated materials, especially if their output is multiplied.

• In the “Object settings” submenu of the VRay renderer System rollout, turn down the “Receive GI” value of the object(s) showing the harsh white blotch(es).

• If all this still doesn’t work, then you can try using a different GI method than the irradiance map (global photon map or direct computation).

Cheers,

/\/\etin

www.sevensheaven.nl

thanks much metin!!!
as a new guy to vray, I truely appreciated!!! :smile:

Paul.

You’re welcome. Glad to be of any help. I’ve added some extra info to the above text in the mean time (divided the splotches into three categories).

Cheers,

Metin

thx Metin_7.
does red splotches included in the point no.3 ?

Also see http://www.vray.info
egz has collected quite a few of these issues right from the post.

Metin - thank you for your time in compiling this info.

Could we request you post a small image of each of the three splotches? I’m having a hard time imaginging or seeing the three different kinds - are do they all look the same?

Thanks again.

You’re welcome guys.

Restoeboemi, I guess red splotches belong to the 2nd category, because the third category only occurs when highlight values are being clamped beyond white and when certain UVW coordinates at the edges of bitmapped objects cause light bounces to get ‘confused’ (correct me if I’m wrong Vlado).

Brim, I’ll add some images to the topic in a few moments. I’m rendering them right now.

Vlado/Peter/Tedi, maybe this topic can even be turned into a troubleshooting section of the VRay 1.1 manual when the images are added? Just a suggestion.

Cheers,

Metin

As you can see, the images are added now. It’s starting to become a quite complete survey of The Dreaded Blotches that came from Planet VRay (now available on a PC near you). :wink:

Cheers,

M7

Thank you,
a very good lesson for using Vray params correctly :slight_smile:

bye

thanks a bunch Metin!

:shock:
A real eye opener!
Thanks mate
Hugh

Another solution to the light leaks in situation 2 is to check “check sample visibility” in the advanced irradiance map parameters.

Hi Torgeir,

Interesting. Is this a solution or only a way of a way to early spot if the light leaks are there?

Please let me know and I’ll add it to the main post.

Cheers,

Metin

It can be a solution in most cases, especially if the irradiance map has a low resolution. It works by checking if the sample points in the irradiance map are actually visible from each point before using them in the interpolated lighting solution.

Ok, cool, thanks. It’s processed into the growing story. :slight_smile:

F.y.i. the above info will continue to be accessible at http://www.metinseven.com/article\_vray\_splotches.htm and soon at http://www.vray.info.

Cheers,

M7

In the first case, you can also do two other things:

1. Increase the hemispheric subdivisons

and/or

2. Adjust the QMC sampler parameters (lower noise threshold, lower early termnation amount, higher min. samples).

Best regards,
Vlado

Thanks for your additions Vlado. I’ll process them into the growing story. I actually meant Hemispheric subdivions by “GI samples”. I’ll change that.

Cheers,

/\/\etin

P.S.: If you’ve got the time, could you please turn this into a sticky topic? I guess it’s a useful topic to easily find here. Thanks in advance.

Metin_7. You Just saved my ass!
Whenever you came to Hungary just drop me a mail and I’ll pay you a beer.

Red splotches definately belong in the 3rd category. :slight_smile:

Thanks:

Andras

:smile: Glad to be of any help. Oh, and here’s my bank account number … :wink:

Cheerio,

M7

P.S.: Any further updates of the above text will be processed into http://www.metinseven.com/article\_vray\_splotches.htm. If any of you have got additional tips/tricks/info/solutions concerning this subject matter, please drop me an e-mail: metin sevensheaven nl.