Hi !
I have an issue with emissive / area light diffuse creating white dots on the materials receiving the light...
Any idea to remove these ugly results ?? :o
Thanks for helping :)
I've had this problem also. Basically, you have to fool around with materials to resolve it. For example, Matte Paint will get the dots, but changing it to advanced or plastic will usually solve it. It's quite arbitrary, so play with it a bit. I do wish there was a global resolution to this problem.
Bill G
Are you using an emissive light or an area diffuse light?
Thanks Bill for your reply, I'll check and play with the parameters... but I have plastic material applied in the scene, so I guess I have to play with advanced.
Thomas, the light coming from the flexible spot is an area diffuse light, the screens are emissives. I tried to shut down the emissive material but the problem still remain...
Thansk for your replies :)
By the way : I'm trying to make aircraft interiors with light coming mostly from the outside of the plane and some ambiant lighting in there, and there are still the same problems...
Problem identified. Working on a solution.
Great ! Thanks Thomas :)
QuoteProblem identified. Working on a solution.
Yes!!! Thank you!
Bill G
By the way, a webinar on interior rendering technics (architecture or aircraft / car interior) could be cool to watch :)
There is not so much reference in the gallery with this topic :) (or I missed them .. :P)
Has there been a solution to this yet? Its been a problem since emmisives have been introduced i'm surprised it has not been addressed yet. :-\
elliot
Any progress in resolving this? I've really run up against a wall with IES and Point or Area Diffuse, as I can't change the materials to reduce the spots.
Bill G
If somebody could provide a scene we can test that would be great.
Hi Thomas;
I'm sending you a 200 MB .ksp via Hightail. Image shows the issue, which appears to be highly material specific.
Bill G
Bill,
I am fairly sure this is resolved in the latest beta. Please contact beta@luxion.com and we will set you up with a version to try.
-- Henrik
Thanks for sending - we will take a look.
That's cool to know ! Thanks guys for your support !!
Has this been resolved yet?
It's been over 6 months since the original post and I'm still having these issues.
I'm running version 4.3.18
I'm making an interior mall render for an architectural client and have no option but to use area and diffuse lighting for certain areas.
We have improved things in KeyShot 5. If you want to test your scene with version 5 please contact beta@luxion.com
I am having the same issues. Any resolution to this problem yet? When it does get fixed, will we be charged for the upgrade?
(http://www.gearsector.com/img/misc/forum/key/03.jpg)
I still seem to be getting this problem even with Keyshot 5 (version 5.0.99).
On objects with zero roughness there is no problem but as the roughness is increased, the white speckles seem to get worse. Initially I thought that the render just needed to 'res up' but the problem actually seems to get worse the longer you leave it in realtime render mode. The spots are also there when you render out an image.
See the rail in the attached image for an example of the problem.
Does anyone know of a solution?
Quote from: lhopcroft on July 28, 2014, 01:44:19 AM
I still seem to be getting this problem even with Keyshot 5 (version 5.0.99).
On objects with zero roughness there is no problem but as the roughness is increased, the white speckles seem to get worse. Initially I thought that the render just needed to 'res up' but the problem actually seems to get worse the longer you leave it in realtime render mode. The spots are also there when you render out an image.
See the rail in the attached image for an example of the problem.
Does anyone know of a solution?
What render mode are you using?
Please try to increase the individual material samples for both the parts that are showing specks as well as the light materials. The samples slider can be found under roughness or advanced in the materials properties tab.
Let me know if this helps.
Rex
Rex, thanks for the reply.
I've been having the same problem in another scene that I have been experimenting with, a train interior. I initially used a paint material set to zero roughness but decided that the material looked more realistic with a slightly rough setting (0.1). There was no slider to up the samples on the "paint" material so I increased overall samples a few times and rendered out the images. Even at 128 samples there were white speckles (I was initially rendering at 32 samples) although the problem was less harsh the render time obviously increased.
I then tried changing the paint and other rough materials to "advanced" and setting the glossy samples for the rough materials to 128 whilst keeping the overall samples at 16 as it reccommends in the manual but still getting the same problem. Do these numbers seem realistic or should I just increase samples even more until the problem is solved and live with the increased render time?
Thanks,
Leigh
You can find the samples slider for paint by clicking the black triangle next to "Roughness".
Did you try to increase the samples of the light materials?
here's a video we just put together about samples: https://www.youtube.com/watch?v=yiQXZj5FN08&list=UUSJQ7mR0UNjAArOGHlharPQ
I'm having the same issue with Keyshot 5 Pro. White dots will appear all over my renders. I'm using a lot of plastic & metal materials with roughness samples between 8-12. I'm using HDR Light Studio to generate the hdri I'm using to light the scene. The odd thing is, I've had successful renders a day ago, since then I've adjusted some of my diffuse/bump textures and now I have this issue (most materials were untouched). I'm perplexed and hope a solution is still being worked on.
I'm sorry, but I cannot provide any files/screenshots because I'm working with confidential information. Please let me know if there's any further information I can provide that would be helpful.
Thanks,
Brian
ENGLISH:
Unfortunately, despite two years have passed, this problem of these unpleasant white spots with area lights etc. on glass, paint, brushed metal, are still present on KeyShot 1.5.86 pro, and even if you increase the campinamenti 256 and samples of the materials. Very unpleasant and you can not render the work done with KeyShot if there are these problems unreal.
I hope given much importance and resolve as soon as possible this very serious problem that has lasted for many years
You can not make our work with those points white. Absolutely unreal and ugly.
many thanks
ITALIAN:
Purtroppo nonostante sono passati 2 anni, questo problema di questi spiacevoli punti bianchi con luci area etc. su vetro, vernici, metallo satinato, sono ancora presenti su keyshot 5.1.86 pro, ed anche se si aumentano i campinamenti a 256 e i campionamenti dei materiali. Molto spiacevole e non è possibile renderizzare il lavoro svolto con keyshot se ci sono questi problemi irreali.
Spero date molta importanza e risolvete al più presto questo problema molto serio che dura da ormai molti anni
Non si possono rendere i nostri lavori con quei punti bianchi. Assolutamente irreali e brutti.
Mille grazie
KeyShot 5 is much better at handling area lights (Area Light Diffuse) and glossy materials (such as rough metal) than KeyShot 4. There can be situations where the sampling still gives noise. In this case it is better to use the realtime render mode (max samples mode) to render the image. Depending on the complexity of the lighting setup it may be necessary to use a high number of samples, but the noise will go away eventually. We are continuously improving this, and if you have scenes that are particularly problematic please share them with support@luxion.com
I don't see it mentioned in this thread, but the scene units may be a factor as well. Try changing them (Edit > Set Scene Units) to a larger unit for example from mm to cm, *use correlate NOT convert*, which should decrease the power of the lights globally.
ENGLISH:
Thanks I'll try the suggestions you have given. Hopefully best quality
ITALIAN:
Grazie proverò con i suggerimenti che avete dato. Speriamo migliori la qualità
Windows 7 64
KeyShot 5.2.10
SolidWorks 2013
My renderings were suffering from a similar problem when using the "Area Light 100W Neutral" at 0.00001 watts. (I'm not sure why I have to adjust the watts this low but this will remain a separate discussion.)
Regarding the white spots and pixels, my scenes include a variety of materials and experimenting and modifying each material would require a lot of time and I'm still not certain if "all" white spots would be removed. When experimenting with the illumination settings I discovered turning off "Visible in reflections" removed all white spots from the renderings. This may or may not work for your scenes but it did with mine.
This didn't work for me. I'm using Keyshot6 and still getting white spots. You can see them here on the seats in the car and around the headlights / under the grill:
(http://i1268.photobucket.com/albums/jj566/Tom_Miron/screenshot_273_zpsisxe0gxg.png)
I had a similar issue recently, mine was pretty much resolved by lowering the bump amount on the parts that were having issues.
Martin
Photoshop / Filter / Noise / Median... set it to 1 or 2 pixels. IF you are in need of a quick fix and are OK to do it in post !
I noticed where the problem was, if you reduce the raybounce to 1 every dots disapear for some reason. I dont't see much difference in increasing that number unless you want a super realistic glass refraction or something like that.
You can put 10 in indirect light bounce, it won't change anything if raybounce is at 1.
Hope it will help
Had the same issue across various scenes. I figured out that if i rendered my latest scene (interior kitchen) in total simulation preset, almost all the white dots dissapeared, so it has to be something with lighting options, really don't know which one specifically.
In fact it is clearly a problem when you are doing interior renders because you need point lights, spot lights and directional lights, those type of lights are the cause of the problem, i didn't see this issue with area light for example.
If you reduce the radius in your light properties, it helps but does not solve the problem at all. If you modify the bump of certain material it helps as well, but then you loose the info you needed on your material.
The only good solution is to reduce ray bounce at one, you can keep your roughness, bump and every thing you need, and with a lot of indirect light bounces plus good shadows and sample, you still get incredible renders
Quote from: JMAHIEDDINE on April 22, 2016, 02:06:43 PM
In fact it is clearly a problem when you are doing interior renders because you need point lights, spot lights and directional lights, those type of lights are the cause of the problem, i didn't see this issue with area light for example.
If you reduce the radius in your light properties, it helps but does not solve the problem at all. If you modify the bump of certain material it helps as well, but then you loose the info you needed on your material.
The only good solution is to reduce ray bounce at one, you can keep your roughness, bump and every thing you need, and with a lot of indirect light bounces plus good shadows and sample, you still get incredible renders
I'll check that out.
my latest observation on this issue that i have too with white spots is: when i use environment HDRI (real sky and nature) as source of light
white spots are there in particular on AXALTA finishes, but when i use one of those indoor studio lighting on the same model-no white spots .
i render my design models very often. I am an architect and run KS 6.0. I can not recall this kind of problem on KS-3 or KS 4.
it is an issue on such a superb software.
regards
This sounds odd. Do you have an example that shows this?
Hi, I'm getting the same issues in Keyshot 6.1.72, can't reduce the samples, as the glass textures look unrealistic, anyone had any luck sorting it ?
Quote from: boycee41 on July 11, 2016, 04:30:29 AM
Hi, I'm getting the same issues in Keyshot 6.1.72, can't reduce the samples, as the glass textures look unrealistic, anyone had any luck sorting it ?
Definitely, be sure to update to the latest 6.2 release and see if that helps at all.
Why am I not able to reply to this topic:
https://www.keyshot.com/forum/index.php?topic=6837.30
Can a forum moderator please merge this thread with that topic?
I've encountered the same thing in the latest Keyshot, using a "full simulation" render with maximum samples:
Take a look here: https://www.keyshot.com/forum/index.php?topic=13059.0
There are some great tips in there that may help.