Artifacting

Besides the lack of textures in this render what should i do to fix the spottiness in the image? Besides upping the final gather, should i increase the bounces or what?





Are you using Global Illumination? If so, try increasing the amount of photons you are using, or taking more photons per sample.

Actually i currently have GE off. Im just using a daylight system to simulate light. Im having a terrible time fixing this. Its the only thing i have left to do.

What are your final gather settings?

Well that render was in draft. But i usually have it up around medium. With 3 bounces. But it hardly takes any of it away.

Here it is rendered in medium FG. With textures





It looks like you might not have enough polygons in the abduction ray? Or else that is just the artifacting itself more seriously.

Try instead, putting FG back to “Draft,” (it’s more of a personal preference, but it tends to give you good results in little time, good for base settings) but then go to the Render Setup window. On the Indirect Illumination tab, in the Final Gather section, there should be a parameter named, “Rays per FG point.” Try increasing that (default 50, try 150-200). I’d probably not go over 300 rays with that, it gets slow.

I’m not sure how much this will improve it, but it could help. It looks more like a shadow issue in some spots, and less FG. Have you tried increasing the Soft Shadows Precision multiplier?

Here are some things to do for better looking renders:

  1. Increase your Final Gather accuracy; the default for draft renders is 50. In 3ds Max, this is called Rays per FG Point, and Accuracy in Maya.

  2. Increase the Soft Shadows precision on your sun as the default Samples may be too low at 8.

  3. Turn on your speckle reduction, or turn it up to high.

  4. Increase your anti-aliasing as the default may be too low.

In my experience, speckles like you have are usually from one light source trying to do too much in a room, leaving much of the room lit by bounced light. While it is feasible to do this via brute computing force, it may be better to add other lights into the scene. Increasing the number of secondary diffuse bounces will not reduce speckles; what it does is allow the light to bounce more times off surfaces and give the scene a more luminous feel.

Depending on what is moving in your scene besides the micro-iiko on the table, you may want to consider a composite render. This will allow you to render the environment with frozen Final Gather, and then another pass with just the iiko on a matte/shadow. You could also try turning off final gather casting on the iiko, and just let him receive. Often speckles are caused by small objects casting final gather across the room on larger things. If you need help setting up composite renders or otherwise, let me know.

IMO, that noise will be lost in movement and in the final quicktime compression - I think it looks good :slight_smile:

Ive increased the rays all the way to 1000. Still looks the same. Same with all of the other suggestions. I do only have the daylight gizmo in the scene. Im not really sure what type of light i should add to the room.