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VRay blotches


andrew.forbes
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Hello everyone,

 

Have a look at the attached image and see if you can give me advice on the blotching that appear pretty much everywhere on the building. I think it might have something to do with the sampling but an experienced suggestion would be very handy as a quick fix is needed.

 

Oh, and any other comments would be useful too!

 

Thanks guys.

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Hello again,

 

This is my most recent render after having increased the subdivisions on the light source and tweaked a few things... the blotching has reduced but is still apparent. The problem I am having is that it takes an amazing 14hrs:mad: to render!!! So i have to leave it rendering overnight. Maybe something to do with the fact I am rendering 4690x3507px @150dpi that equates to 84x60cm. Pretty large, but this is what the client has asked for!

 

Is this massive rendering time due to the fact that VRay is sampling on a per pixel basis and therefore having to calculate samples relative to the size of the output??

 

I have tried a few things to speed up rendering, i.e. storing the light with the irradiance map and adding a HDRI to reduce the amount of light needed in the scene, which has helped as the first attempt took 18hrs to render. The blue tint is from the HDRI i added into the skylight but i think i will remove it for next time.

 

I suppose i could just increase the subdivs even more and leave to render over the weekend but I'm sure there must be a better resolution to my problem.

 

Your comments, as always, will be helpful.

 

Thanks.

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Do you get these ridiculous rendering times?

I'm relatively new to the game but I would have thought there would be a way to reduce them.

 

Another problem could be that the model was produced for interactive VR purposes (i.e. the whole building was modelled, inside and out!) and therefore there is a lot more detail than is needed for rendering this scene on its own. I tried to reduce the geometry as much as possible for the scene, with the obvious time constraints.

 

Cheers.

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I wonder what GI methods your using in you indirect illumination. By the looks of it you're using photon mapping for both the first and second bounce (?). If this is the case you should change your first bounce to irradiance map and then have your second as photon map. I personally use irradiance map first and the qmc for the second. It seems like alot of people on the forum use ir map first and then light cache for the second.

 

Hope this helps!

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