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Artifacts, interior rendering


martinengdahl
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Heya!

 

Anyone know whats going on here?

8b.jpg

Im also puzzled by the blotches on the ceiling and walls and so on. I know the bottom part looks crap because I stoped the render :-)

Im pretty new to Vray, so I dont know even where to begin looking.

 

EDIT: Im using Rhino 5 and Vray 1.5

Edited by martinengdahl
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I think you misunderstand the question:

I am not asking how to do a good render, I am asking why those artifacts show up? I have done a bunch of renders with vray that look pretty good, but I have never encountered those blotches and jagged seams in textures before; I would like to know why they appear so that I gain knowledge on how to set up renderings in the future.

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Skylight portals could help at the windows, for more info see "Options" -> "Light portal" in the help files. If that is not enough, you will probably need to look at increasing your samples for the indirect illumination settings, also found in the help files:

 

I get splotches in my rendering when using the irradiance map

 

There may be several reasons for splotches when rendering with the irradiance map:

  • Regular noisy splotches
    - these are usually a result of insufficient Hemispheric subdivisions for the irradiance map. Usually they appear in difficult lighting situations when the default setting is too low. Examples of difficult lighting conditions are small bright sources of indirect light, hdri environments etc. You can avoid these splotches in several ways:

    • If you are using Deterministic Monte Carlo GI for secondary GI bounces, try using another method - the
      light map
      or the
      photon map
      .

    • Increase the Hemispheric subdivisions for the irradiance map. Note that the effect of the increased subdivisions depends also on the settings of the
      DMC sampler
      .

    • Decrease the Noise threshold of the
      DMC sampler
      .

Edited by beestee
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Thanks for all the great advice guys, I got rid of the weird stuff but there is something else nagging me a bit (and has for some time): when using HDRI for my GI, I get these funky circle reflections/refractions on glass surfaces. Look in the upper right corner to see what I mean. Any ideas what this is? I have used several different HDRI maps, and they all end up the same. 9.jpg

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The problem is much easier to see now. I imagine the issue is coming from the IOR (Index of Refraction) calculation.

 

Found this on the chaosgroup VfR forums:

 

With glass you will need to have your glass modeled as solid. Once you have that you will need to add refraction to your material (make sure the transparency of the diffuse layer is at 100% or white). This is the recommended physically correct way to make glass. For better architectural glass enable Affect Shadows and Affect Alpha in the refraction layer.

 

The glass object being a solid would most likely ensure that you had the two planes with opposing normals that are necessary for the IOR calculation.

 

In this tutorial, starting on page 5, there is a description of how to make a fake glass material that can be applied to single planes. This would in effect bypass the IOR calculation if that is in fact the issue. It also goes on to describe the need for two planes with opposing normals for proper refraction calcs.

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