VRay Problem - undulating reflections
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No, because the render also it shows
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did you try it?
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I understand that after I finished render save the file as a .png or .tif? Unfortunately, on the same ....
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ok, I guess it's some setting then.
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dkendig says it correctly. it's the image format.
it is probably in connection with your light.
I could see no light source in the kitchen cabinets. where does that light?
used a square with a Emitter material as light source and a ies light.I think your patch in the stored image has to do with the light.
in connection with the reflection of the materials.you Need try ...... but put the light sources as noted.
and try for the high-gloss surface a standart plastic material.I had a thearender issue with a similar problem. and there were the light sources the Problem.
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None of this I do not understand ... I put it anywhere else light source?
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over 200 times has been viewed this question .
out of dkendig and me no one has an answer?I think many do not understand the term "forum"!!!
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@gwint said:
Thank you very much "reymond", but still the same ....
have you tried upping the shadow subdivs on the lights?
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I'm sorry, I'm a beginner. How to set it up?
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@gwint said:
I'm sorry, I'm a beginner. How to set it up?
Right click on the light group and go to the bottom of the context menu. It should say VRay light with a fly out arrow. the click on edit light. A dialog box should appear with a section for shadows
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One problem (as shown in 2.jpg) have eliminated by changing Material - Reflection - Glossiness - Treat glossy as GI of Allways the GI rays only and increasing subdivs as written reymond and dkendig.
The problem (as shown in 1.jpg) is likely to eliminate possible options Material - Reflection - Glossiness - Hilight and Reflect.
Still unfortunately undulating reflections appear (shown in 3.jpg) and do not know how to get rid of them. They appear most often on the walls next to the items that reflect.
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This is something that usually happens when there is not enough light on a surface - there is not enough information in the render in those areas, hence the splotchiness. Try increasing the amount of lighting in your scene. You could also try the Brute Force (DMC) method in your Indirect Illumination settings (Primary Bounces) That will give you a more photographic (slightly grainy) transition in these problem areas. If you use irradiance map, you can increase your "hsph subdivs" to something like "90" instead of the default 50. Hope that helps.
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hey guys , had this similar problem and had not found solution. mine looks even worse..I posted this somewhere in this site but none was able to explain. Now Im thinking to shift rendering to another software because of this issue. Can anyone help please.
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It's a sampling issue, either from the light or from the glass itself. Hard to know.
Could you post the skp file so we can have a look? -
@cuttingedge said:
hey guys , had this similar problem and had not found solution. mine looks even worse..I posted this somewhere in this site but none was able to explain. Now Im thinking to shift rendering to another software because of this issue. Can anyone help please.
i think i found a solution for this as i have also experienced this with close up shots. you have to uncheck "use light cache for glossy rays" in the light cache rollout. i hope that this tip would help you out.
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