gwb90 Posted April 9, 2013 Share Posted April 9, 2013 (edited) noticing on my current evening interior of house that i am getting too much noise in my scene, Geometry is all OK and there are no dodgey materials!. general lighting is with a PG HDRI and only a couple of lights internally, but there is clearly a lack of light causing the blotchy effects. i want work in a LWF state, so the the HDRI is on a vray dome light multiplier 1, with the values set in the material editor so that i can see the map as i want it. i have then setup the camera, f4, shutter 1/10, iso 100. the light sources in the lamps are vray spheres that have lumens values of 900. the only way i can get rid of the blotchy-ness is to FAKE with some vray plane which is what i dont want to do. i want to keep it real, i have the render setting high for light cache and the DMC is set to 20. i have added the day shot for interest. cheers for the help g Edited April 9, 2013 by gwb90 Link to comment Share on other sites More sharing options...
Chris MacDonald Posted April 9, 2013 Share Posted April 9, 2013 I don't understand why people struggle with the concept of lighting; all you ever need to do is think of how you'd achieve it in the real world. Would you be able to place "invisible" lights in your room? No. So the only other option you have left is to increase the amount of light getting to the camera sensor, either by using a longer shutter speed or larger apperture (f-stop), or high ISO sensitivity setting. A 100 watt lightbulb is more likely to be around 1500 to 1800 lumens too, I think? Link to comment Share on other sites More sharing options...
berez Posted April 9, 2013 Share Posted April 9, 2013 Do some experiments with Skylight portals and make sure that "don't affect's colors" in on (in color mapping roll-out) DMC 20 is not high since this algorithm has sort of non-intuitive nature, lower values can work better here. bump up HSph. subdivision in IRR can help also for the daylight situation where splotches appear. and like Chris says - camera setting. If I were in the room with only two bulbs I'd have a problem with settings to take a sharp photo. Link to comment Share on other sites More sharing options...
gwb90 Posted April 9, 2013 Author Share Posted April 9, 2013 hi chris, you re-iterate my point. adjusting the f/shutter/iso doesnt remove the blotchy effects g Link to comment Share on other sites More sharing options...
Chris MacDonald Posted April 9, 2013 Share Posted April 9, 2013 (edited) Fair enough, I misinterpreted the original problem. The noise is caused by the irradiance map interpolating between samples. You either need to: -have more samples taken (hemispheric subdivisions setting) or -increase the number of samples that are interpolated between (interpolation samples setting). The former will increase render times a little, but will yeild a more accurate GI solution, the latter will render quicker but you may lose some details in your GI. Edited April 9, 2013 by Macker formatting - easier to read. Link to comment Share on other sites More sharing options...
gwb90 Posted April 9, 2013 Author Share Posted April 9, 2013 HI guys, i increades the hemispheric subdivs to 150. i also changed the subdivs of hdri + vray lights to 32 and makes a difference. thanks for the input. Link to comment Share on other sites More sharing options...
andstef Posted April 9, 2013 Share Posted April 9, 2013 Hi Gordon, I'm glad you solved your problem. I just saw your post and don't have anything new to add. Just one question: How did you do the glow/glare effect in the night shot? Did you use vray lens effect? Link to comment Share on other sites More sharing options...
gwb90 Posted April 9, 2013 Author Share Posted April 9, 2013 yes, the night shot has only had 10mins post. pretty much a raw render. i alway aim to render a close to finished image so that i limit what i do in post. Link to comment Share on other sites More sharing options...
gwb90 Posted April 9, 2013 Author Share Posted April 9, 2013 hi, see attached image with lights at 32sub divs Link to comment Share on other sites More sharing options...
Chris MacDonald Posted April 10, 2013 Share Posted April 10, 2013 You could probably get away with lower light subdivs for quicker renders, as they weren't what was introducing the blotchiness. Link to comment Share on other sites More sharing options...
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