Cycles Withe dots on render

im working on a tutorial posted on about modeling an spaceship. Im on the second part in wich im supposed to do the render, i followed the tutorial step by step but then when im doing the render it just show a bunch of white dots on the screen and even if i increase the samples, the dots increases too. i can not figue it out whats th eproblem, i post a screenchot of the result please if someone know how to fix this problam ill be very thankfull.:smiley:

You need to have 10+ posts on this forum to insert images (anti-spam feature). Try to make 10 comments in other threads, or (and) use external resource as and link it here.

Increase you clamp setting to 1.3 - 3.0

Well actually i increased the clamp as you said and worked really well :smiley: but i fill im loosing a bit of quiality, still wonder why the withe dots appear thank you very much for your help!

I think clamp just removes those color frequencies from the render, which is why you might be losing a little quality.

Clamp should be avoided imo.

Reduce the number of light sources; reduce the power of the lights you have; use mesh planes and apply an emitter, avoid default lamps(etc); reduce the number of areas light can reflect from - this of course depends if you can, but any chance to stop light bouncing is good.

All materials are reflective to some degree but be careful using glossy and glass; turn off caustics when using glass unless you really need it.

If you are getting more fire flies the longer it renders, then you have too much of something - it’s a matter of finding out what and where and that can take time.

Sometimes it’s quicker to photoshop them out, but not as satisfying.

It is possible that fire flies aren’t fire flies but an area that needs lighting - maybe a reflection on a window, and it is just really complicated for cycles to calculate; hence impractical to leave an image rendering long enough.

Cycles is beguiling … it tempts you into thinking that it’s the perfect rendering answer-to-all-things that will instantly produce a perfectly lit image. But I just don’t think that it’s realistic to expect any such thing.

This technology will produce a good “ambient lighting” solution fairly quickly. If it isn’t producing satisfactory results for you quickly, I’m not so sure that it ever will, no matter how many “additional cycles” you throw at it. The result will be fairly evenly lit, but otherwise fairly boring.

Take this as your starting point, and composite BI-rendered material on top of it.

Brecht has recently written a wiki page on noise-reduction.

Keep in mind that some of the stuff mentioned is only applicable for recent trunk builds and not the 2.63 release. Every feature mentioned in this page that is not in 2.63 will be in 2.64.

I would try this:

  • Don’t use clamp option.
  • Increase light’s strength. If you are using lamps, put 1,000. If you are using meshlights, put 25.
  • Review the integrator options. If you have several objects, increase the bounces, mainly max, glossy and transmission.

This is an excellent technical explanation of how the algorithm works, and it answers many questions for me. It certainly tells me, “simplify, simplify.” Especially when it comes to setting up the scene in the first place. A lighting setup that tries to match reality, to get all that lighting subtlety to come in to the picture at the same moment in a single render-result, is trickier than it need be.

There is actually a lighting trick that I remember well being used in studio photography when lighting a large and complex room: the shot was done in total darkness and one bank of lights was fired at one time, enclosed in a hood. Then another bank was fired and then another. Then, light was “painted on” to certain areas by shielded flashes carried by people in the dark. All before the shutter was finally closed. The shot had been painstakingly mapped out in advance including the total quantity of light needed. The final result, “totally artificial” though it was to create, looked absolutely realistic.

Compositing, of course, reduces that “dancing in the dark” to a straightforward process because every piece will by definition be in perfect registration and the resulting image will be digitally combined from all sources at your leisure. Instead of wrestling with trying to make everything come together in one shot at one moment, make each component thereof.

That sounds a little like Maxwell’s Multilight / Luxrender’s Lightgroups. They would be awesome for stills people, but also for those planning a light setup. IIRC somewhere Brecht told that such a feature is being considered