maxgooday Posted January 28, 2013 Share Posted January 28, 2013 I've had this problem on a few visuals produced recently. Mainly where there isn't enough light getting to the ceiling or dark areas of the room. I usually set the Irradiance Map to default 'High' and 'Best' and the Light Cache to around 1200-2000. Adaptive DMC is on 1 and 7 with a Clr Thresh of 0.001... What's the obvious setting that is going to clear this mess up? Link to comment Share on other sites More sharing options...
Chris MacDonald Posted January 28, 2013 Share Posted January 28, 2013 Splotches like that are caused by the irradiance map, usually having it set to "high" will sort it out, but in this case you've already done that so I'd increase the number of samples it interpolates between from the default 20 to 50 to begin with, then gradually bring that down until the noise starts to appear again - then you know where to set it at. Keep in mind that increasing interpolation decreses the GI's accuracy - though it will only be noticable in corners, which can be rectified by using the "detail enhancement" option. Link to comment Share on other sites More sharing options...
maxgooday Posted January 28, 2013 Author Share Posted January 28, 2013 Hi Chris, Thanks for your reply. I will give that a go and see what the results are. I will update this thread with my results. Thank you, Max Link to comment Share on other sites More sharing options...
Ismael Posted January 28, 2013 Share Posted January 28, 2013 From the V-Ray 1.5 help file at, http://www.spot3d.com/vray/help/150SP1/render_params_advancedimap.htm Hemispheric subdivs (HSph. subdivs) - this controls the quality of individual GI samples. Smaller values make things faster, but may produce blotchy result. Higher values produce smoother images. Interpolation samples - this is the number of GI samples that will be used to interpolate the indirect illumination at a given point. Larger values tend to blur the detail in GI although the result will be smoother. Smaller values produce results with more detail, but may produce blotchiness if low Hemispheric subdivs are used. Therefore i would start with HSph.subdivs first. Link to comment Share on other sites More sharing options...
maxgooday Posted January 30, 2013 Author Share Posted January 30, 2013 Just to follow up on this thread; increasing the HSph. Subdivs cleared the blotchiness up a treat but it did increase the render time quite a bit! Thanks for every ones feedback though Link to comment Share on other sites More sharing options...
John Dollus Posted January 30, 2013 Share Posted January 30, 2013 Thanks for following up. It astounds me how many people don't do that. Link to comment Share on other sites More sharing options...
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