{"id":2010,"date":"2012-10-22T22:00:28","date_gmt":"2012-10-22T22:00:28","guid":{"rendered":"https:\/\/www.cg-blog.com\/?p=2010"},"modified":"2012-11-01T10:19:58","modified_gmt":"2012-11-01T10:19:58","slug":"splotches-vray","status":"publish","type":"post","link":"https:\/\/www.cg-blog.com\/index.php\/2012\/10\/22\/splotches-vray.htm","title":{"rendered":"The splotches&#8217; secret in V-Ray."},"content":{"rendered":"<p>This brief lesson is part of STEP-4 (<strong>Final Settings) <\/strong>and these topics<br \/>\ncould be part of final exam to take the certification.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/07\/topics-5srw.gif\" alt=\"\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>Have you ever got a render full of splotches with V-Ray?<\/p>\n<p>Splotches are the classical disturb for approximated calculations (GI with irradiance map), \u00c2\u00a0and grainess is the classical disturb for direct calculations (v-ray lights, glossy etc..)<\/p>\n<p><strong>So if you get splotches\u00c2\u00a0you already know: let&#8217;s check what&#8217;s wrong with GI!<\/strong> (GI = Global Illumination)<br \/>\nEven if Irradiance maps is set to HIGH, look how many splotches I got with this scene:<\/p>\n<p><a href=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/img1-splotches.jpg\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-full wp-image-2011\" title=\"img1-splotches-icon\" src=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/img1-splotches-icon.jpg\" alt=\"\" width=\"450\" height=\"338\" srcset=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/img1-splotches-icon.jpg 450w, https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/img1-splotches-icon-300x225.jpg 300w\" sizes=\"(max-width: 450px) 100vw, 450px\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>This effect is reduced if I render with my final settings. In particular, reducing the <strong>Noise Threshold<\/strong> (in SETTINGS) from 0,01 to 0,005 this is what I get:<\/p>\n<p><a href=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/img2-less-splotches.jpg\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-full wp-image-2013\" title=\"img2-less-splotches-icon\" src=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/img2-less-splotches-icon.jpg\" alt=\"\" width=\"450\" height=\"338\" srcset=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/img2-less-splotches-icon.jpg 450w, https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/img2-less-splotches-icon-300x225.jpg 300w\" sizes=\"(max-width: 450px) 100vw, 450px\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>The problem is reduced but not at all! Secret is coming!! \ud83d\ude42<br \/>\nJust go to Irradiance map and increase:<\/p>\n<ul>\n<li><strong>Hsph Subdivs<\/strong> = from 50 to 100<\/li>\n<li><strong>Interpolations sample<\/strong> = from 20 to 50<\/li>\n<\/ul>\n<div>Basically we have to see to V-Ray: produce more rays to spread into the scene. In many cases of splotches this trick helps in getting a more uniform GI:<\/div>\n<div><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-full wp-image-2018\" title=\"irrmap-set\" src=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/irrmap-set1.jpg\" alt=\"\" width=\"600\" height=\"259\" srcset=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/irrmap-set1.jpg 600w, https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/irrmap-set1-300x129.jpg 300w\" sizes=\"(max-width: 600px) 100vw, 600px\" \/><\/div>\n<p>&nbsp;<\/p>\n<p>And here we are, this is the final result:<\/p>\n<p><a href=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/mig3-nosplotch.jpg\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-full wp-image-2015\" title=\"mig3-nosplotch-icon\" src=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/mig3-nosplotch-icon.jpg\" alt=\"\" width=\"450\" height=\"338\" srcset=\"https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/mig3-nosplotch-icon.jpg 450w, https:\/\/www.cg-blog.com\/wp-content\/uploads\/2012\/10\/mig3-nosplotch-icon-300x225.jpg 300w\" sizes=\"(max-width: 450px) 100vw, 450px\" \/><\/a><\/p>\n<p>Please check my scene with V-Ray final settings to get a clean result:<\/p>\n<ul>\n<li><a href=\"https:\/\/www.cg-blog.com\/download\/scene-sample.zip\">Download here this scene-sample<\/a><\/li>\n<\/ul>\n<div>\n<p>I hope this could help you in many situations!<br \/>\nCiro Sannino<br \/>\n<a href=\"http:\/\/www.chaosgroup.com\/en\/2\/vray_licensed_instructors.html\" target=\"_blank\">V-Ray Licensed Instructor\u00c2\u00a0<\/a><\/p>\n<\/div>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<h1>Chaosgroup Descriptions<\/h1>\n<p>To know more about these 2 important parameters, here is the official description from Chaosgroup:<\/p>\n<p><strong>Hemispheric subdivs (HSph. subdivs) :<br \/>\n<\/strong>this controls the quality of individual GI samples. Smaller values make things faster, but may produce blotchy result. Higher values produce smoother images. This is similar to theSubdivs\u00c2\u00a0parameter for direct computation. Note that this is not the actual number of rays that will be traced. The actual number of rays is proportional to the square of this value and also depends on the settings in the\u00c2\u00a0DMC sampler rollout. (<span style=\"color: #ff0000;\">for these reason when I reduced Noise Threshold from 0,01 to 0,005 this reduced the splotches!<\/span>)<\/p>\n<p><strong>\u00c2\u00a0Interpolation samples :<br \/>\n<\/strong>this is the number of GI samples that will be used to interpolate the indirect illumination at a given point. Larger values tend to blur the detail in GI although the result will be smoother. Smaller values produce results with more detail, but may produce blotchiness if low\u00c2\u00a0Hemispheric subdivs\u00c2\u00a0are used.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Have you ever got a render full of splotches with V-Ray? If you get splotches you already know: let&#8217;s check what&#8217;s wrong with GI! Let&#8217;s check how we can easily fix that!<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false},"categories":[50,54],"tags":[],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/www.cg-blog.com\/index.php\/wp-json\/wp\/v2\/posts\/2010"}],"collection":[{"href":"https:\/\/www.cg-blog.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.cg-blog.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.cg-blog.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.cg-blog.com\/index.php\/wp-json\/wp\/v2\/comments?post=2010"}],"version-history":[{"count":0,"href":"https:\/\/www.cg-blog.com\/index.php\/wp-json\/wp\/v2\/posts\/2010\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.cg-blog.com\/index.php\/wp-json\/wp\/v2\/media?parent=2010"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.cg-blog.com\/index.php\/wp-json\/wp\/v2\/categories?post=2010"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.cg-blog.com\/index.php\/wp-json\/wp\/v2\/tags?post=2010"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}