Shading and bump issues (VfS 1.6)
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And yet another issue - I'm getting this weird blotchy lighting from my wall lamp. The cover is a two-sided material and the bulbs are just basic emitters. Any ideas?
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Emitters as in Emissive material? Its been strongly suggested against using emissive materials as primary lights for this exact reason.
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I'm still getting the blotchiness with the sphere lights...
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- I actually don't mind how the grout lines are rendering. I have more problems with the general lighting of the scene. Seems a bit dark and uninviting. I would also reduce the reflection on the tile, it is distracting and seems unrealistic. Look at this link below.
- What I meant about settings was the amount you have set. Is it set to 1? I have found using 1 is a bit problematic, so try something like .85
- 1.6 is a beta, and its a beta that had a lot of bugs. The most current 2.0 is where you want to be and it will not affect any settings you have.
- The splotches are most likely from your render settings. Interiors that are low light, like this one will need 2 things. A - more light B - higher light cache settings. Chaos has given us the lovely feature of presets. Try them out. Use Interior - High Quality.
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- I'd be happy keeping it the way it is, but I'm trying to simulate actual brand materials since this is a real project. I've attached a picture of a sample tile for context (it's quite a bit less red irl). Also, the lighting is work in progress.
- Sorry, it's set to 1.
- Perfect, I'll get it running in a moment.
- Handy, I had no idea there were presets. I'll give them a go when I get 2.0 running.
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Here's a new render with 2.0. I had to scale up the image quite a bit since the demo version only permits a max output size of 600 x 400. And obviously some materials need tweaking...
Anyways, setting the bump to 0.85 didn't seem to help. Also, I tried using the high quality interior preset, but it didn't seem to remedy the splotchiness.
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Agh, sorry for spamming, but a new idea's yielded some promising results. Getting a lot less splotchiness after cranking up the down lights in the shower. I gather it has something to do with the way V-Ray handles scenes without environmental lighting?
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If you looking for sharp corners on the tile, maybe I would just model it. It's not a ton of modeling and would yield the most realistic result. Would you mind packing and sharing the model?
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Have you tried increasing the HSph subdivs (under the irradiance map rollout) to something like 80-150 to reduce the blotchiness?
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Just tried increasing the HSph subdivs to 150 and it seems to be doing the trick. Thanks for the suggestion.
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