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Help me diagnose some white pixels

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13 years 8 months ago #2324 by nickroz
This is a render I had finished, but went back to tweak it and troubleshoot. I have lots of reflective noise that results in white pixels. For the submittal, I used interpolation to cheat it and tone down some of the white dots, but I can't use interpolation with distributed rendering. Subpixel color mapping didn't help, although many forum suggested it. I need some help troubleshooting why/how these white pixels are in this scene.

Lighting rig: (1) vray sun outside of window, (1) vray light in glass bead chandelier, (1) vray light in lamp (center of image), rope light with vrayLightMatl at curvy blue wall inlay. In Vray Light settings all lights are 1500 caustic subdivs and 150 diffuse subdivs. For each light's properties in the stack, sampling subdivs are 4. SR modified these when I saved settings to the scene. I'm not sure why there is a discrepancy in the Vray Light Settings and the Light Object Settings.

Color Mapping - Irradiance Map - Light Cache - V-Ray Settings
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This is the RawReflection. No reflect/refract interpolation, subpixel off.
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I was able to adjust the gain in post in order to kill most of the noise, but there are still the occasional white splotches.
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I'm going to try some tests with higher sampling subdivs on the lights and I'll repost RawReflection renders here.

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13 years 8 months ago - 13 years 8 months ago #2325 by subburb
Hi !
damn strange thing.. and complex situation..

perhaps this issue is generated byt the thousand of little glass spheres of your ceiling light... it seems that each one send some reflective rays all around.
did you tried to change their material like this :
check off the "trace reflections" option into Vray material options.
Last edit: 13 years 8 months ago by subburb.

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13 years 8 months ago #2326 by nickroz
I'm test rendering with an override mid-gray (128) vraymatl. No spots. I'll try out your suggestion and post an image in a bit.

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13 years 8 months ago #2327 by nickroz
1. Grey material override (128 diffuse and reflect). Red square is full materiality with the chandelier light off. Beauty Pass - RawReflection
2. Colored parts are rendered with the glazing material set to not trace reflections. Nothing. Beauty Pass - RawReflection
3. Chandelier hidden (chandelier light remains). Beauty Pass - RawReflection - Specular (Noise on chair seat)
4. Tried turning on subpixel mapping to clean up chair seat noise. Nothing.
5. Tried overriding the SR Interior preset to make light subdivs 20 instead of 5. Nothing.
6. Chair material had reflective glossies set to 0.70. Modified to 0.95. Beauty Pass


Besides that bogus chair material, I think the problem simply lies in the geometry of the glass beads. I modeled glass spheres intersected by the thin glass cylinders that go up into the base. V-Ray is probably getting errors where they join and cut through each other, as they should be a ProBoolean. I'm going to swap the chandelier with another fixture and re-render.

Hopefully this thread will help somebody else with glossy problems.

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