What are these Blue, Red and Pink pixel-ish squares at my render?

StokrotkaStokrotka Posts: 0
edited December 1969 in New Users

I have encountered weird problem while rendering my scene (see attachment).
These weird blue, red and pink squares messed my render. What is this thing? What is causing it and how can I avoid them appearing again?

daz3d-enchanted-forest.png
387 x 194 - 182K

Comments

  • SimonJMSimonJM Posts: 5,997
    edited December 1969

    Those are a known issue with using Deep Shadow Maps and they seem to be pretty much random. Cancel and restart the render, they may disappear or crop up elsewhere. Ways of avoiding them are to either swap to using all ray-traced shadows or to ensure that the total %age intensity of the lights do not exceed (I think 100) a certain value.

  • StokrotkaStokrotka Posts: 0
    edited December 1969

    SimonJM said:
    (...) to ensure that the total %age intensity of the lights do not exceed (I think 100) a certain value.

    I wasn't to ethusiastic about switching to raytraced shadows because scene does not look even half as realistic like it does with deep shadow map, so I tried this other method with lowering indensity of the lights. Thank you so much for this advice! It really did helped!
  • SimonJMSimonJM Posts: 5,997
    edited December 1969

    Glad it worked for you - wish I could claim credit for the 'intensity thing' but I was just recalling hearing it mentioned elsewhere :)

  • JaderailJaderail Posts: 0
    edited December 1969

    FYI: The 3Delight render engine has a Deep Shadow Map error in it. The Company that creates it knows of the error and is trying to correct it. They have suggested that only Ray Traced Shadows be used until they can fix the error to insure good render quality each render.
    I did not know of the Total Intensity set to 100% tip for DSM's. I will now add that to my help tips.

  • Steven-VSteven-V Posts: 727
    edited December 1969

    As another workaround... I had this problem a lot with Deep Shadow Maps and switched to RayTraced... which can work. Then a couple of months ago I stopped using DAZ default lights for most things, and switched over to the Omnifreaker area lights, and I have not had this problem occur with those at all. In fact I'd totally forgotten about them because it's been so long since I have seen one of these artifacts. So you can try the area lights as well.

  • JaderailJaderail Posts: 0
    edited December 1969

    As another workaround... I had this problem a lot with Deep Shadow Maps and switched to RayTraced... which can work. Then a couple of months ago I stopped using DAZ default lights for most things, and switched over to the Omnifreaker area lights, and I have not had this problem occur with those at all. In fact I'd totally forgotten about them because it's been so long since I have seen one of these artifacts. So you can try the area lights as well.
    Well that is because the Uber lights are Shader based lighting and do not call the RAY function of shadowing. The Multi colored artifacts in the DSM is a failure of the light to refact or Diminish properly causing a colored pixel were a shaded pixel in order should be the calculated pixel plotted. That fracture can then cause other shadowing around it to also splt or fracture to match the now incorrect pixel that was plotted. I've been following there blog on what they are doing to solve the error. Its 99% way over my head but I think this is as close to none tech speak as I can get it.
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