Ummm…Am i the only one who is finding this “white splotch” problem out of control? Im getting them constantly now, and 45 minutes from a deadline is not the best time for software to fail. I have followed all the advice given in the tips section and still nothing doing. For the first time since i have bought vray, im really pissed off! Is there any news on getting this f£%ing problem sorted out? :evil: :evil: :evil:
I’ve used VRay since it was public beta, and I have seen splotches only once or twice, and it was easily solved.
Maybe if they show up or not depends a lot on where your files come from, and the type of rendering you do? It seems to me that most people that run into the issue are doing some type of archviz.
Yeah, i have used Vray since beta too and bought it as soon as i could and up till now have not done anything other than sing its praises to anyone who will listen. But now, deadline missed, client pissed off and im sitting here absolutely GOBSMACKED at this software failure/bug. In fact, thats not even a strong enough word…
And yes, im doing an interior scene, i dont usually do arch viz stuff so maybe thats why i never really came across the splotches. But if this is a common problem then im sorry, but something is very wrong.
From my experience splotches don’t “just appear”. they are caused. As many Lightscape user has attested Vrays workflow is much less demanding than it could be. I think we should remember the complexity of rendering a scene with GI and make concesions to the quality it gives us and thus adjust our workflow and not “expect” the ease of use of say scanline (though hopefully soon it will be). I would suggest saving incremental versions of a file and paying attention to when things go wrong, thus making the issue much easier to pinpoint.
No offence rerender, but yes, these splotches did just appear today after 3 weeks of rendering. And after eliminating things one by one, i found that they are caused (as far as i can tell so far) by me having put a chrome material on some of my objects. I get rid of that chrome mat and the splotches (so far) have dissapeared. So whatever the cause is, i dont think im being unreasonable in wanting to apply a chrome material to my scene. And of course no one expects GI rendering to be as simple as scanline rendering but this is a bug pure and simple. Im not getting nice, soft blurry splotches, im getting the harsh/cracked type all over my scene. Thats not normal, even if your lights are too bright/harsh or whatever which they arent anyway in my scene. Plus its not even a difficult scene (one room, 4 omnis, MINIMAL furniture) Why cant anyone say that this is a bug in the software that didnt appear to be there before? This is a great/friendly/helpful forum for a wonderful renderer created by two very talented guys, but i feel like its sacriligeous to even dare mention any problems that the software might have.
Rant mode off :?
And im sorry if im coming off as an a**hole mate, but i dont mean to offend anyone, you and vray just touched a nerve today.
i’d have to agree with THETHULE…the problem is that the splotches
DID ‘just appear’…caused by ‘something’ i’m sure, but…what?
self illumination, bitmap cropping, phong shader, GI, specular levels…been reading these fixes for months and months…so…what is ‘THE CAUSE’? :?
i’ve just spent a week investigating and repairing these little splotches…
Youre absolutely right. it does no good to do that. But i actually posted the message to find out if anyone else got as severe and sudden problems as me. Venting was just something that happened and made me feel better. And i am sorry about the bad attitude, but after the roasting i got from my client, well… Anyway, no harm done and problem solved (for now). As for the chrome material, its a stnd material, vray reflaction in a fallof map, index of ref is 2.97. thats all… very odd happenings
i got rid of all “splotches” by completely avoiding standard materials for raytracing. with the vray material they dont appear. also check the “overbright material” warning message in the log window.
i not only stopped using standard mats but i don’t use multi/sub material…
that once gave me long night in photoshop… but that was long, long time ago… :lol:
A standard map is probably the best way to do an object light, and to clarify the speed increase is from a scene with all standard mats compared to all vraymtl’s. One or two standards maps will not have the impact of several unless they comprise most of the scene. Also remember that photons only work with vraymtls.
yeah, like rerender said…it’d be a standard w/ an output map in the diffuse channel:
the amount (in the output settings) sets the amount of energy emited..duh
you want the RGB level blown out (above 1)
also in the main material you want your self illumination 100%…
if you need a glowing look , you can add a blur render effect to the object …