Why do I have a large white artefact on the rendered image? [duplicate] The Next CEO of Stack OverflowHow to properly denoise renderings?Why does an object with a glossy shader render in black?Will increasing samples reduce fireflies?Blender render crash when using subsurf modifiers.Why are my videos rendering in black and white?Blender rendered image blackRendered image only black and white noiseWhy don't the freestyle lines show in the rendered image?Cycles image renders in black and whiteRendered image has black outlines from imported imageSome textures appearing white when rendered?Rendered animation is all whiteWhy is my animation render all white?Why does my scene lose color when i zoom in rendered viewport?

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Why do I have a large white artefact on the rendered image? [duplicate]



The Next CEO of Stack OverflowHow to properly denoise renderings?Why does an object with a glossy shader render in black?Will increasing samples reduce fireflies?Blender render crash when using subsurf modifiers.Why are my videos rendering in black and white?Blender rendered image blackRendered image only black and white noiseWhy don't the freestyle lines show in the rendered image?Cycles image renders in black and whiteRendered image has black outlines from imported imageSome textures appearing white when rendered?Rendered animation is all whiteWhy is my animation render all white?Why does my scene lose color when i zoom in rendered viewport?










5












$begingroup$



This question already has an answer here:



  • How to properly denoise renderings?

    3 answers



Cant figure out why the rendered image has a large black and white artifact (on the bottle on the right)?



enter image description here



This is the blender file.



Appreciate any tips!










share|improve this question











$endgroup$



marked as duplicate by cegaton rendering
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  • $begingroup$
    it doesn't happen when I open your file in 2.79 or 2.8
    $endgroup$
    – moonboots
    Mar 18 at 14:46















5












$begingroup$



This question already has an answer here:



  • How to properly denoise renderings?

    3 answers



Cant figure out why the rendered image has a large black and white artifact (on the bottle on the right)?



enter image description here



This is the blender file.



Appreciate any tips!










share|improve this question











$endgroup$



marked as duplicate by cegaton rendering
Users with the  rendering badge can single-handedly close rendering questions as duplicates and reopen them as needed.

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Mar 26 at 7:11


This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

















  • $begingroup$
    it doesn't happen when I open your file in 2.79 or 2.8
    $endgroup$
    – moonboots
    Mar 18 at 14:46













5












5








5


1



$begingroup$



This question already has an answer here:



  • How to properly denoise renderings?

    3 answers



Cant figure out why the rendered image has a large black and white artifact (on the bottle on the right)?



enter image description here



This is the blender file.



Appreciate any tips!










share|improve this question











$endgroup$





This question already has an answer here:



  • How to properly denoise renderings?

    3 answers



Cant figure out why the rendered image has a large black and white artifact (on the bottle on the right)?



enter image description here



This is the blender file.



Appreciate any tips!





This question already has an answer here:



  • How to properly denoise renderings?

    3 answers







rendering






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 18 at 18:47









cegaton

65k10126279




65k10126279










asked Mar 18 at 14:25









Sophia MalakhovaSophia Malakhova

283




283




marked as duplicate by cegaton rendering
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marked as duplicate by cegaton rendering
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Mar 26 at 7:11


This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.













  • $begingroup$
    it doesn't happen when I open your file in 2.79 or 2.8
    $endgroup$
    – moonboots
    Mar 18 at 14:46
















  • $begingroup$
    it doesn't happen when I open your file in 2.79 or 2.8
    $endgroup$
    – moonboots
    Mar 18 at 14:46















$begingroup$
it doesn't happen when I open your file in 2.79 or 2.8
$endgroup$
– moonboots
Mar 18 at 14:46




$begingroup$
it doesn't happen when I open your file in 2.79 or 2.8
$endgroup$
– moonboots
Mar 18 at 14:46










1 Answer
1






active

oldest

votes


















12












$begingroup$

That big error on the top is caused mostly by Fireflies and how the denoiser works.



enter image description here



The denoiser has a hard time dealing with small bright elements surrounded by darker pixels, as is the case with fireflies, and creates new artifacts instead.



Just for comparison here's the image with the same number of samples and no denoising (those random bright pixels are the fireflies):



enter image description here



For other examples see:
How to properly denoise renderings?




What is the solution?



You need more samples and less aggressive settings for the denoiser



Or get you can get rid of the denoiser completely and use some clamp indirect to control the fireflies.



enter image description here



But you can also avoid those hot spots and fireflies if you change the lighting on the scene.



Don't use point lights, or very small lamps, to light shiny and transparent objects...



They will be reflected as bright shiny points on the surface and are more likely to cause fireflies.



If you use large area lights fireflies are less of a problem. Here's the same scene at 600 samples, no denoising and no clamp indirect.



enter image description here



For tips on how to light shiny objects read:



https://blender.stackexchange.com/a/50576/1853




Other advise. Try to avoid high levels of subdivision (like you have in the plane used as the background). You are generating a very large number of unnecessary vertices by setting the subdivision to 6. Very rarely you would need more than 3.



Read: Blender render crash when using subsurf modifiers.



Last piece of advise: Try to make your objects to the size they would be in the real world. Your bottles are larger than a house at 9m tall. It makes a difference in terms of the size and intensity of the lights (and if you are going to do any kind of physics or fluid simulation), and also in terms of the depth of field on the camera.






share|improve this answer











$endgroup$












  • $begingroup$
    Thanks a lot! This solved the problem.
    $endgroup$
    – Sophia Malakhova
    Mar 26 at 6:35

















1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









12












$begingroup$

That big error on the top is caused mostly by Fireflies and how the denoiser works.



enter image description here



The denoiser has a hard time dealing with small bright elements surrounded by darker pixels, as is the case with fireflies, and creates new artifacts instead.



Just for comparison here's the image with the same number of samples and no denoising (those random bright pixels are the fireflies):



enter image description here



For other examples see:
How to properly denoise renderings?




What is the solution?



You need more samples and less aggressive settings for the denoiser



Or get you can get rid of the denoiser completely and use some clamp indirect to control the fireflies.



enter image description here



But you can also avoid those hot spots and fireflies if you change the lighting on the scene.



Don't use point lights, or very small lamps, to light shiny and transparent objects...



They will be reflected as bright shiny points on the surface and are more likely to cause fireflies.



If you use large area lights fireflies are less of a problem. Here's the same scene at 600 samples, no denoising and no clamp indirect.



enter image description here



For tips on how to light shiny objects read:



https://blender.stackexchange.com/a/50576/1853




Other advise. Try to avoid high levels of subdivision (like you have in the plane used as the background). You are generating a very large number of unnecessary vertices by setting the subdivision to 6. Very rarely you would need more than 3.



Read: Blender render crash when using subsurf modifiers.



Last piece of advise: Try to make your objects to the size they would be in the real world. Your bottles are larger than a house at 9m tall. It makes a difference in terms of the size and intensity of the lights (and if you are going to do any kind of physics or fluid simulation), and also in terms of the depth of field on the camera.






share|improve this answer











$endgroup$












  • $begingroup$
    Thanks a lot! This solved the problem.
    $endgroup$
    – Sophia Malakhova
    Mar 26 at 6:35















12












$begingroup$

That big error on the top is caused mostly by Fireflies and how the denoiser works.



enter image description here



The denoiser has a hard time dealing with small bright elements surrounded by darker pixels, as is the case with fireflies, and creates new artifacts instead.



Just for comparison here's the image with the same number of samples and no denoising (those random bright pixels are the fireflies):



enter image description here



For other examples see:
How to properly denoise renderings?




What is the solution?



You need more samples and less aggressive settings for the denoiser



Or get you can get rid of the denoiser completely and use some clamp indirect to control the fireflies.



enter image description here



But you can also avoid those hot spots and fireflies if you change the lighting on the scene.



Don't use point lights, or very small lamps, to light shiny and transparent objects...



They will be reflected as bright shiny points on the surface and are more likely to cause fireflies.



If you use large area lights fireflies are less of a problem. Here's the same scene at 600 samples, no denoising and no clamp indirect.



enter image description here



For tips on how to light shiny objects read:



https://blender.stackexchange.com/a/50576/1853




Other advise. Try to avoid high levels of subdivision (like you have in the plane used as the background). You are generating a very large number of unnecessary vertices by setting the subdivision to 6. Very rarely you would need more than 3.



Read: Blender render crash when using subsurf modifiers.



Last piece of advise: Try to make your objects to the size they would be in the real world. Your bottles are larger than a house at 9m tall. It makes a difference in terms of the size and intensity of the lights (and if you are going to do any kind of physics or fluid simulation), and also in terms of the depth of field on the camera.






share|improve this answer











$endgroup$












  • $begingroup$
    Thanks a lot! This solved the problem.
    $endgroup$
    – Sophia Malakhova
    Mar 26 at 6:35













12












12








12





$begingroup$

That big error on the top is caused mostly by Fireflies and how the denoiser works.



enter image description here



The denoiser has a hard time dealing with small bright elements surrounded by darker pixels, as is the case with fireflies, and creates new artifacts instead.



Just for comparison here's the image with the same number of samples and no denoising (those random bright pixels are the fireflies):



enter image description here



For other examples see:
How to properly denoise renderings?




What is the solution?



You need more samples and less aggressive settings for the denoiser



Or get you can get rid of the denoiser completely and use some clamp indirect to control the fireflies.



enter image description here



But you can also avoid those hot spots and fireflies if you change the lighting on the scene.



Don't use point lights, or very small lamps, to light shiny and transparent objects...



They will be reflected as bright shiny points on the surface and are more likely to cause fireflies.



If you use large area lights fireflies are less of a problem. Here's the same scene at 600 samples, no denoising and no clamp indirect.



enter image description here



For tips on how to light shiny objects read:



https://blender.stackexchange.com/a/50576/1853




Other advise. Try to avoid high levels of subdivision (like you have in the plane used as the background). You are generating a very large number of unnecessary vertices by setting the subdivision to 6. Very rarely you would need more than 3.



Read: Blender render crash when using subsurf modifiers.



Last piece of advise: Try to make your objects to the size they would be in the real world. Your bottles are larger than a house at 9m tall. It makes a difference in terms of the size and intensity of the lights (and if you are going to do any kind of physics or fluid simulation), and also in terms of the depth of field on the camera.






share|improve this answer











$endgroup$



That big error on the top is caused mostly by Fireflies and how the denoiser works.



enter image description here



The denoiser has a hard time dealing with small bright elements surrounded by darker pixels, as is the case with fireflies, and creates new artifacts instead.



Just for comparison here's the image with the same number of samples and no denoising (those random bright pixels are the fireflies):



enter image description here



For other examples see:
How to properly denoise renderings?




What is the solution?



You need more samples and less aggressive settings for the denoiser



Or get you can get rid of the denoiser completely and use some clamp indirect to control the fireflies.



enter image description here



But you can also avoid those hot spots and fireflies if you change the lighting on the scene.



Don't use point lights, or very small lamps, to light shiny and transparent objects...



They will be reflected as bright shiny points on the surface and are more likely to cause fireflies.



If you use large area lights fireflies are less of a problem. Here's the same scene at 600 samples, no denoising and no clamp indirect.



enter image description here



For tips on how to light shiny objects read:



https://blender.stackexchange.com/a/50576/1853




Other advise. Try to avoid high levels of subdivision (like you have in the plane used as the background). You are generating a very large number of unnecessary vertices by setting the subdivision to 6. Very rarely you would need more than 3.



Read: Blender render crash when using subsurf modifiers.



Last piece of advise: Try to make your objects to the size they would be in the real world. Your bottles are larger than a house at 9m tall. It makes a difference in terms of the size and intensity of the lights (and if you are going to do any kind of physics or fluid simulation), and also in terms of the depth of field on the camera.







share|improve this answer














share|improve this answer



share|improve this answer








edited Mar 20 at 16:56

























answered Mar 18 at 18:08









cegatoncegaton

65k10126279




65k10126279











  • $begingroup$
    Thanks a lot! This solved the problem.
    $endgroup$
    – Sophia Malakhova
    Mar 26 at 6:35
















  • $begingroup$
    Thanks a lot! This solved the problem.
    $endgroup$
    – Sophia Malakhova
    Mar 26 at 6:35















$begingroup$
Thanks a lot! This solved the problem.
$endgroup$
– Sophia Malakhova
Mar 26 at 6:35




$begingroup$
Thanks a lot! This solved the problem.
$endgroup$
– Sophia Malakhova
Mar 26 at 6:35



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