White dots with reflection

Hello,
I have white dots in my reflection (on the ground and on the walls). I don’t know how i can resolve this problem.
Do you have any ideas?
Thanks for your answers.
Best regards





Hi,

preview.jpg - after how many passes is this?

I think some of the noise visible in the image is in reflections and some of it is in direct/gi light. How is the glowing material made? (the one which is visible in the reflection) What kind of lights are you using in this scene? Are there glasses in the windows? How is the glass material made?

You could also do this to determine which render settings could be tweaked: https://coronarenderer.freshdesk.com/support/solutions/articles/5000516731

hello maru,
_the render has 100 passes.
_this is a archicad model so i have two plane of glass. one plane is a portal, the other is classic glass mat thin (see the attachement)
_i use rectangular light for the shop (80w)
_“How is the glowing material made” which one? main ground? road? wood?

hello rawalanche,
i have almost 400 lights, is it too much?
when you said “low blur values on the bump map” means that i have to put the blur value lower? or higher?
thanks

ad 1. But what kind of light? Corona light? What are its settings?
ad 2. By glowing material I mean the big advertisement inside the building which is visible in the reflection. But now I think it’s just lit by lights, right?

Just for test, could you check if the noise in the ground reflection is still so visible after removing the portals? And after removing the thin glasses?

maru,
you can see the light option in the first post, the “light shop” attachement.
_yes, the big advertisement is lit by light (rectangular).
_ i try to remove portal and i let you know.
_ i try the CESSENTIAL_Direct and CESSENTIAL_Indirect. Results are attached


Ok so the noise on wood is clearly visible in direct light. Increasing “light samples multiplier” in render settings should help. I would suggest changing GI vs AA balance to 8 and LSM to 4 as a starting point, this should equalize the quality of GI and direct light, while keeping more or less the same render time. If the noise is still visible, you can for example turn GIvsAA back to 16 and see if it helps.

okay,
_i reduced the number of lights (less than 200).
_the render is done without glass and portals.
_render setup attached.
With this setup, wood looks better but still noisy in the ground reflection!

rawalanche, you told me “Low blur values on the bump maps”
what it means?
thanks


thanks a lot rawalanche,
i 'll take a look at your advice! many thanks!
best regards,

no manipulation with light counts (grouping/removing) will help with the noise on the floor. Unfortunately only thing that could help is an advanced adaptive sampler (currently not implemented), simplifying the ground material, or just letting it run longer. I could inspect the scene if you sent it to me to see what is causing the noise, but I cannot guarantee I will get to it any time soon.

edit: of course I am talking about reflections on ground, not about interior noise - reducing light count will work there. We are working on removing this limitation somewhere in version ~1.5ish.

hello ondra,
thanks for your answer. After many passes and a slight modification of my ground shader, everything looks right.
Have a good day