Reflection noise & dots - Mentalray

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  01 January 2013
90% we run into this kind of problems the HDR is the culprit. Did you try blurring it in HDRShop, clamp down the extremely hot areas and see where you're at? Also, in the last project using the envBlur node caused artefacts in the animation unless we cranked up the res to ludecrous levels. Did not have time to further investgate, though...
  01 January 2013
envblur node with very detailed maps may need high resolution, and be sure your camera isn't accidentally scaled or in a group node that is scaled.

It might be possible that visible area lights are the hotspot. I would use a portal for that or the user_ibl_rect. Visible lights in the Autodesk area light shader seems to generate hot reflections by default.
My opinions are always my own...and maybe a friend's, but never my employer's.
  01 January 2013
Originally Posted by Bitter: Quality 3 isn't too high, especially if the surface has a wide gloss and no textural or bump detail (a perfect surface)

We typically render with Quality 1.5 min 1 max 200 for most scenes using brute force and Native IBL.

ok so wide glossy keep shader samples down and put up unified quality 3+

by brute force you just mean final gather every frame? what fg settings typically? 100 rays?

  01 January 2013
No, FG workflows are nearly the same except for using the fgshooter and native IBL for direct lighting.

If you read the Unified Sampling Redux post in the blog (in my signature for new people) then you'll understand what I mean by brute force.

For the sample scene it reduced render time by nearly half. This applies to glossy samples in the materials.
My opinions are always my own...and maybe a friend's, but never my employer's.
  01 January 2013
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