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Li


DoYoThang
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Can't judge since you're not supplying enough info .. what's your light source? scale used? Exposure settings? and most importantly, why are you using FG alone to light up a very very dark nightscene? where are you GI settigs? do you even have it on?

 

I think you have more "at-hand" issues to discuss than your leaking cove lighting right now.

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I've come across this artifact using mr too. I solved it by setting FG Noise Filtering to at least "High". Test it, if you're still seeing artifacts then up the filter to "Very High". That should solve it; I've never had to go higher than a "very High" setting.

 

Note though: when you you set the noise filtering higher than "none" or "standar" youll notice that youre scene lighting will change a bit, so be ready to adjust your exposure settings.

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Be very careful with noise filtering, it can send rendertimes through the roof.

 

Rather increase the FG density

 

jhv

 

 

Interesting, Ive never ran into long render times due to changing FG Noise filter. I dont see how it would? As far as I know, it was rather a simple algorithm that evaluated the intesity of light per FG point, pending on your settings; the filter would rid of points that were beyond the clamped values.

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both from experience and in the manual it can significantly increase the render time, 2X to 4X longer.

 

In this case it is also the wrong tool to solve the problem as that noise is localized to the cove lighting and the noise filter will affect the whole image.

 

Just casting my eye over the setting posted there are other more pressing settings that need to be fixed first. If all the FG and Photons settings were posted I could give more info on what should be changed.

 

jhv

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I agree that we need to know more about your light source rather than settings. Is that a vray plane light? Are your windows translucent, or is the background assigned as a material to your window? It seems you have no GI in your scene whatsoever. You are trying to illuminate an entire room with a recessed ceiling light - ofcourse this will burn your ceiling - which is the problem you have. It doesnt look like leakage to me. Leakage means you have a skylight of some sort and the GI or sun causes burn to wherever the opening is (the skylight). In your case, it seems like you have not set up any global scene settings, but youre only making use of interior lighting.

Switch on your GI - assign your background in the environment slot. (if its supposed to be an evening scene, drag the background from the environment slot into your material editor (instance) and then you can change the output according to the brightness you want.

Then your light can be less bright, or you can even assign a light fitting object with a self illuminating material instead of using a light source at all!

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Does your ceiling have a thickness? If it's not a closed volume with something like shell modifier thickness GI (especially light cache) will leak through.

 

Pop a shell modifier on it to quickly test and see whether this fixes it.

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