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Vray RawLighting Noise Problem on Glass Surface


Marco Manunta
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test.jpg

 

Hi guys, probably i'm losing myself in a glass of water.

 

Really often i've strong noise problems with glass surfaces and the vrayrawlighting render pass. I guess i missed something in my self-taught workflow. How do you manage that ? What causes it ?

 

The only way to get rid of that, usually, is to add min subdv on the adaptive image simpler (in this case i ve 2 and 8) but render times are strongly affected.

 

thanks!

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I am currently rendering, but i will check with my go-to glass material when the render is done to see if there are any settings that deviate a lot. Not sure if this is something that youve allready done, but you should probably try to select your glass object, right click, vray properties and uncheck visible to GI, tends to help a bit with interior renders.

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[ATTACH=CONFIG]53541[/ATTACH]

 

Hi guys, probably i'm losing myself in a glass of water.

 

Really often i've strong noise problems with glass surfaces and the vrayrawlighting render pass. I guess i missed something in my self-taught workflow. How do you manage that ? What causes it ?

 

The only way to get rid of that, usually, is to add min subdv on the adaptive image simpler (in this case i ve 2 and 8) but render times are strongly affected.

 

thanks!

 

Most likely a face overlapping issue. :(

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From your Material, I would like to ask why you are using a glossiness for both reflection and refraction with a value of 0.99 and not 1.

Also you color of reflection is not pure white, so you are telling your material not be 100% reflective with color and to not be 100% transparent. if so your values of 2-8 antialising in my opinion are even short of what you should need to get a clean image.

VRay is always the same, if you want glossies you need to increase samples; more samples slower renders. It is always a trade of quality and speed.

If you want semi-glossy glass I would be a little more exaggerated with a value of 0.8 or so. You can even use a texture but 0.99 it is just ask for problems.

IMO

 

if your glass is a simple plane with a shell modifier, check your normal, they can be pointing in the wrong direction still.

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