Strange behaviour while rendering - glossy edges

Hello

I am new to Blender, since December 22.
After a month I encountered some tricky failure.
While rendering and in viewport some edges of my models just started to glow, mostly in the shadows.

After couple of thousands of trials I noticed that one of my textures for the ground plane produces the failure. I changed color ramp parameters.

Isn’t it Blender’s failure after all? How can the edges be rendered like this?
I have some light bleeding through materials in Cycles as well.

We need more information- your file would be best, but material setups, render settings, etc, would work too

Why is the light coming through the solid body?

We need more information- your file would be best, but material setups, render settings, etc, would work too :slight_smile:

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I made a limit of the light range to absolute minimum in the “ray length” so it does not reach the body of the ship. It only affects the volume now.

Guys, don’t ask me for files, settings and so on. I just need some clue.

We can’t give you a clue if you don’t give us more information, I’m sorry

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Welcome :tada:

Your second image locks like you have maybe inverted normals, problems according to overlapping geometry… or maybe your volume… or… or… so you want us to guess… i even tried this…

But to be honest: i don’t know how to make something like you did to get such strange behaviour…

So now we should do ??

You even didn’t say what version you are using, which render engine… etc. …

You see :question: … we need more info about what you have done/ tried to help you :exclamation:


.
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Don’t you think for this it’s a somekind of not so clever / un-diplomatic behaviour to ask for help… or introduction to the community. Here on BA are actually 160541 users registered… so i bet if you give some info… then there will be some who can give you any clue…

Again welcome :tada::wink:

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Experts don’t need files but experiments:) Like Okidoki…
Thank you for the hints. I will check them asap. I thought bleeding is only for Eevee not Cycles.
There is an overlapping geometry at the engines to be honest. I closed the front and the back geometry fully but there is infiltration.
I will spread the range of the light an move away the front geometry so they don’t overlap.
But to be clear I even put additional solid cube between the light and the engines and the light went through enlighting the last.
I use 3.3 but in 3.4.1 it is all the same, btw.
Turning off volume does not correct the issues. Light is going through anyway.

Also it is still all in a symmetry mode with Modifier applied, except the lights and volumes.

Oh no, that is not how support works :slight_smile:
Especially with issues like this. Okidoki was being rather generous - not everyone has the time and patience of a saint like them :wink:
We could spent a whole month guessing, only to find out that your scene was perfect all along, but you have some rare driver issue… just saying.

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Also, it would help if you would show images that aren’t smudged to hell and backwards by a denoiser while only having like 12 samples.

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The images were taken out of a viewport that I set the samples lower. But to be honest the effect of glowing shaded edges is getting worse when more samples are there set. Samples set in viewport were around 1000.

Interesting. Your images look like rendered with very low sample count and then denoised.
1000 is on the other end of the spectrum.

I can only repeat what the others already said…I wouldn’t mind looking at a file directly and temper with it, I absolutely would mind spending any amount of additional time communicating back and forth and playing the guessing game.

I don’t even know why you are so adamant of giving out your stuff - you think that spaceship is such an awesome asset that people might want to steal it from you?
I can assure you, this is not the case.
I am willing to invest 5 more minutes because I am curious and my mind likes a good challenge, but I am not willing to type more words.

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Ah, I see, you’re an expert yourself- which means you can fix this yourself, perfect :wink: pro tip: don’t come to a support forum and insult people trying to help you, it’s not a great way to get help. I don’t consider myself an expert, but I do have 361 solutions to problems on this forum, so when I say we can’t help you without a file, there’s a decent chance I know what I’m talking about :man_shrugging:t3:

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One position of the light


Second position of the light

So it means for me that the range of the point light is important but not the point itself.
The range goes into the geometry and lighten it up from inside.
I need to move the perimeter of the light away from the inner part of the geometry. It is realised by Modifier on the Z axis.

Don’t get offended, please.
I work for a dishwasher company and it is easy to judge when you have a broken dishwasher in front of your eyes with tools, testing stations and so on.
They call us from services when they cannot deal with problems and we need to give them clues, directions so they can repair devices themselves. We don’t go there and they don’t send us the machines.

Best
Zibi

This analogy has nothing to do with the situation here, DCC software doesn’t work like that. A more apt analogy would be you building a dishwasher yourself piece by piece, programming it, and then expecting someone to be able to fix it over the phone. Anyway, you can keep being obstinate, and no one can help you, or you can actually provide some usable information and get an answer

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Are those pieces joined together? Maybe unwelded vertices. Also, check the surface normals.

I don’t see anything wrong with your first image. I can’t tell what you’re trying to fix. Is it those windows glowing from the engine light?

There are so many settings in Blender, so much that can go wrong. How are those engines made? Is the engine glow from a light? Is that a volumetric object as the engine output? does it’s material emit light? or is it only lit by a light inside the engine? Can you post images with annotation? wireframe and labeling?

The first image is when the light range does not get inside the geometry.
It is a strong light influencing volume and displaced by empy.
In Cycles there should be no leaking or bleeding of light even if it would not be for a solid body, right?

It depends on your geometry, lighting setup, render settings, and your material setup. Can also be influenced by flipped normals. Impossible to say definitely with the given information. Wireframes would help immensely here, as would screenshots. Or your file

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I can’t see anything with how blurry those images are.

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