Ky Lane Posted August 20, 2007 Share Posted August 20, 2007 Hey guys, Ive setup some mega high settings, but Im getting blotchy effects from the 2 vray plane lights in the windows. Any suggestions? Link to comment Share on other sites More sharing options...
jophus14 Posted August 20, 2007 Share Posted August 20, 2007 Mega high setting for the Vray Lights or the render settings? What is the subdivs set at for the Vray Lights? Link to comment Share on other sites More sharing options...
Joseph Petrino Posted August 20, 2007 Share Posted August 20, 2007 Have you checked "store with irradiance map" ? You'll see a big difference. Link to comment Share on other sites More sharing options...
BrianKitts Posted August 20, 2007 Share Posted August 20, 2007 try lowering your actual hemiSpherical subs and using more interpolated subdivisions. I've also had some luck with kicking the irradiance into custom and dropping the min/max to -6/-1 Link to comment Share on other sites More sharing options...
Ky Lane Posted August 21, 2007 Author Share Posted August 21, 2007 I actually think it was because it was passing through the slats in the window/doors - I excluded them, and it renders smooth now. Its a pretty diffused light source anyway, so that worked fine Odd though, didnt think it was a particularly difficult thing for the renderer to calculate, and got those weird results... but, I guess its fudged for now Link to comment Share on other sites More sharing options...
shaneis Posted August 21, 2007 Share Posted August 21, 2007 That's a raytracing artefact - it happens whenever there is an object that is too close to a ray-tracing light. Those blotches are from your shadow rays. There are a few work-arounds, one is to exclude (as you did), or render those shadows as a separate pass and comp later. You ca also rednder those shadows as a high-res depth-map and then bake the shadows. Another method is to place some geometry further away from the light to cast the shadows, and set it to cast shadows only (not sure what the VRay setting is, Maya uses "Primary visibility" in the objects render stats). Once that's all set, look through the Light in question, ans align the casting geometry accordingly. Last method - move the light back a bit and up the intensity. HTH, S Link to comment Share on other sites More sharing options...
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