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etinSeven.com presents the ultimate checklist to get rid of
unwanted spots, blotches and splotches when using VRay's renowned irradiance
map global illumination method. Newcomers to planet VRay will
keep feeling the panic at their first encounter of the blotch
kind and the same questions will continue to be asked. We provide
the definitive survey of solutions ...
The splotches can more or less be divided into three categories:
1: General smooth artifacts in indirectly lit areas
of a render.

This phenomenon can roughly be compared to the noise that occurs
in areas of a digital photograph where not enough light was present to capture
a clear snapshot of that area. In other words: it is simply
a shortage of light information, resulting in image coarseness
in the areas that are insufficiently lit.
Solutions:
• In the VRay render settings turn up the amount of hemispheric
subdivisions (GI sampling detail), lower the color treshold
values and normal treshold values, for a more detailed evaluation
of bounced light in the scene. If necessary raise the interpolation
samples for more smoothness. But don't raise the interpolation samples too much or you will lose detail in your GI.
• In the VRay render settings adjust the QMC (Quasi Monte
Carlo) sampler parameters: lower the noise threshold and the
early termination amount and raise the minimum samples.
• If you can afford to, add some subtle extra light to
the scene, reaching the darkest problem areas.
• Try to avoid using the native 3ds Max Metal shader.
It can cause VRay splotches as well as increased rendertimes.
• If you're creating animation, the incorrect GI mode
for animation can cause noisiness and blotchiness in the GI
solution, usually due to changing elements in a scene. Use the
fly-through mode only if your camera moves through a non-changing
environment.
• Purchase a so-called denoiser (usually affordable) and use it to effectively filter low frequency noise (subtle large blotches), medium frequency noise and/or high frequency noise (fine grainy noise) from your imagery. Photoshop CS 2 and subsequent Photoshop versions offer a native noise reduction filter, but the best denoiser I know is Neat Image - www.neatimage.com. It comes with a Photoshop plug-in, so you can access Neat Image as a Photoshop filter. Experiment with the various settings until you've got an effective noise reduction result that does not sacrifice image details. Utilizing this approach you can considerably reduce rendering times using lower render settings and then relatively easily post-process the image to smoothness using a qualified denoiser. It might save your ass when the deadline monster is heavily breathing in your neck and it works great for denoising your digital photographs as well.
2: Smooth artifacts in problem areas of a render (hard
edges etc.).

Solutions:
• Check if every element that's present in the scene
has at least some thickness. Objects without any thickness can
be a cause of the smooth bright 'light leaks'.
• Try to avoid using the native 3ds Max Metal shader. It can cause
VRay splotches as well as increased rendertimes.
• In the VRay render settings turn on the "Check
sample visibility" checkbox in the irradiance map's advanced
parameters rollout. This can especially be a solution if the
irradiance map has a low resolution. It works by checking if
the sample points in the irradiance map are actually visible
from each point before using them in the interpolated lighting
solution.
• In the VRay render settings turn up the amount of hemispheric
subdivisions (GI sampling detail), lower the color treshold
values and normal treshold values, for a more detailed evaluation
of bounced light in the scene. If necessary raise the interpolation
samples for more smoothness. But don't raise the interpolation samples too much or you will lose detail in your GI.
• In the VRay render settings adjust the QMC (Quasi Monte
Carlo) sampler parameters: lower the noise threshold and the
early termination amount and raise the minimum samples.
• Under the VRay render dialog System rollout, lower
the "Face/level coef." value. This will improve the
GI analysis in problem areas such as corners etcetera. There
will be a slight rendering time increase as you lower the value.
• If you can afford to, add some subtle extra light to
the scene, reaching the darkest problem areas.
3: Harsh artifacts.

Can occur when highlight levels are being pushed too far beyond
white and/or when certain mangled UVW coordinates of bitmapped
objects cause bouncing light rays to become 'confused'.
Another cause for these kind of artifacts to become visible
can be tinted glass.
These kind of blotches do not necessarily occur where the highlights
are, but can occur at seemingly random positions in the render
and can also be regularly shaped.
Solutions: here we go (please keep in mind
that the following solutions might also help to get rid of the
previous splotch categories) ...
• Activate all "Apply" checkboxes in the Cropping/Placement
section of your bitmaps (no need to actually specify a cropping
region), or run the free MaxScript that automates this, available
at www.varcht.com/tools.htm,
or even better: install the special recompile of the Max version 5.x bitmap
map, that can be downloaded from the registered users area at
www.vrayrender.com.
• Don't use the default Max Raytrace material or map
(use a VRay material or map in stead).
• Try to avoid using the native 3ds Max Metal shader. It can cause
VRay splotches as well as increased rendertimes.
• Don't use the default Max Reflect/Refract map (use
a VRay map or material in stead).
• Be careful using the free plug-in map ColorCorrect by Cuneyt Ozdas. Although ColorCorrect is an extremely useful map, when used with VRay it might cause an output surplus of your input color or input map, resulting in the return of the dreaded artifacts.
• Avoid overbright highlights: use a shader like
Phong whenever possible and/or try to limit your shader's specular and glossiness values.
• Try turning off "Reflective GI caustics" in the
VRay renderer settings (it's off by default). It can cause overbright highlights,
especially when using a bright HDRI map for your lighting.
• Limit your map output (do not raise your map's output
level to higher than 1.0 and do not raise the map value in front
of the map slots to higher than 100). Be especially careful
with bright HDRI maps. These can be a considerable cause of
the dreaded blotches.
• Be careful using self-illuminated materials, especially
if their output is multiplied.
• Make sure that any object with a material using explicit
mapping contains proper mapping coordinates. If any meshes are
imported from another program with mapping coordinates, try
applying UVW coordinates within Max, by using the UVW Map or
UVW Unwrap modifier.
• If you have got colored glass in your scene, try hiding
the objects that contain the tinted glass material. The involved
materials can be the cause for colored harsh spots in your scene.
If this turns out to be the cause, try changing the settings
of your tinted glass (preferably use VRay materials for everything
and in stead of using the diffuse color use a subtle fog color
to tint your glass, and set the diffuse color to black).
• Make sure that you are not reusing the irradiance map
that was calculated for your previous rendering(s). Uncheck
the "Don't delete" checkbox in the Advanced Irradiance
Map settings. Also make sure that the single frame GI calculation
method is checked, so the irradiance map is calculated from
scratch with each rendering.
• In the "Object settings" submenu of the VRay
renderer's System rollout, turn down the "Receive GI"
value of the object(s) showing the harsh white blotch(es) and
if necessary the "Send GI" value of the object(s)
that are very shiny and/or reflective in the scene.
• If you can afford to, try changing the angle, distance
and/or strength of the lights in your scene. This also goes for
the offset of environment-based lighting, especially when using
HDRI maps. A slight difference in the lighting situation can
prove the difference between splotches and no splotches, as
the bouncing light rays will travel along a different path before
they reach your camera.
• Try to trap the problem cause of the artifacts, by
hiding suspected problem-causing elements from your scene and
rerendering until the artifacts have disappeared.
• If all this still doesn't work, then you can try using
a different GI method than the irradiance map.
Hope the above helps you to lead a healthy, prosperous, blotchless
life of rendering with VRay. If not, you can always go and create
an evil splotch character within the Max environment, animate
its visibility track to 0 and render it with VRay to exorcize
the evil artifact ghosts out of your renders. Let's call that
voodoo debugging. 
Cheers,
Metin Seven
www.metinseven.com
www.sevensheaven.nl
www.figurefarm.com

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