martinengdahl Posted April 19, 2013 Share Posted April 19, 2013 (edited) Heya! Anyone know whats going on here? 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 April 19, 2013 by martinengdahl Link to comment Share on other sites More sharing options...
Ismael Posted April 19, 2013 Share Posted April 19, 2013 The worst tutorial you'll find on a web search will yield a pretty decent image over the one you show many times over. Here is one similar: http://www.evermotion.org/tutorials/show/7900/making-interior-scene learn from that tutorial and apply to your scene what you learned. Link to comment Share on other sites More sharing options...
martinengdahl Posted April 19, 2013 Author Share Posted April 19, 2013 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. Link to comment Share on other sites More sharing options...
Ismael Posted April 19, 2013 Share Posted April 19, 2013 Oh! Sorry, I thought you said, "Im pretty new to Vray, so I dont know even where to begin looking." I had no idea you had done a 'bunch' of renders... Link to comment Share on other sites More sharing options...
martinengdahl Posted April 19, 2013 Author Share Posted April 19, 2013 I have used it for a month, done about 10-15 tutorials and gotten good results when trying to apply the knowledge to other projects. This is the first time I encounter this problem, which is why Im asking. Thanks for trying to help though :-) Link to comment Share on other sites More sharing options...
beestee Posted April 19, 2013 Share Posted April 19, 2013 (edited) 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 April 19, 2013 by beestee Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted April 19, 2013 Share Posted April 19, 2013 Those blotches are the typical result of low GI setting, you need 2 things as mentioned by Benjamin, more light in to your scene, better GI. Here is a good read. http://www.spot3d.com/vray/help/150SP1/render_params_advancedimap.htm http://www.spot3d.com/vray/help/150SP1/render_examples_advancedimap.htm http://www.spot3d.com/vray/help/150SP1/render_params_lightmap.htm http://www.spot3d.com/vray/help/150SP1/examples_lightcache.htm Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted April 19, 2013 Share Posted April 19, 2013 A quick fix might be as simple as changing the way your Irradiance map samples the Irradiance information. Try switching the Advanced setting to what I am showing in the attached image. Link to comment Share on other sites More sharing options...
martinengdahl Posted April 21, 2013 Author Share Posted April 21, 2013 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. Link to comment Share on other sites More sharing options...
beestee Posted April 22, 2013 Share Posted April 22, 2013 The circles reflecting in the glass look like the light fixtures to me. They appear correct to me. I do see some leaks though. You might try turning on "Check Sample Visibility" in your irradiance map settings. Link to comment Share on other sites More sharing options...
martinengdahl Posted April 22, 2013 Author Share Posted April 22, 2013 Thanks for all the replies, guys! All sorted and going well :-) Link to comment Share on other sites More sharing options...
martinengdahl Posted April 23, 2013 Author Share Posted April 23, 2013 It seems I was a bit hasty... This is a better example of the glass artifacts I was talking bout, anyone know what it is and how I can fix it? Link to comment Share on other sites More sharing options...
beestee Posted April 23, 2013 Share Posted April 23, 2013 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. Link to comment Share on other sites More sharing options...
martinengdahl Posted April 23, 2013 Author Share Posted April 23, 2013 Hmm... the glass is now a box extruded from curves, is that different from a solid box render wise? Thanks for the link, going to read it now! Link to comment Share on other sites More sharing options...
martinengdahl Posted April 23, 2013 Author Share Posted April 23, 2013 I tried "disable volume fog" in the glass material, and that seems to have fixed it. Will try a render. Link to comment Share on other sites More sharing options...
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