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


How 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












$begingroup$


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









New contributor




Sophia Malakhova is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$











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






  • 1




    $begingroup$
    Possible duplicate of How to properly denoise renderings?
    $endgroup$
    – Duarte Farrajota Ramos
    Mar 18 at 18:03















5












$begingroup$


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









New contributor




Sophia Malakhova is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$











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






  • 1




    $begingroup$
    Possible duplicate of How to properly denoise renderings?
    $endgroup$
    – Duarte Farrajota Ramos
    Mar 18 at 18:03













5












5








5


1



$begingroup$


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









New contributor




Sophia Malakhova is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




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!







rendering






share|improve this question









New contributor




Sophia Malakhova is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









New contributor




Sophia Malakhova is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question








edited Mar 18 at 18:47









cegaton

64.7k10125279




64.7k10125279






New contributor




Sophia Malakhova is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









asked Mar 18 at 14:25









Sophia MalakhovaSophia Malakhova

262




262




New contributor




Sophia Malakhova is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Sophia Malakhova is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Sophia Malakhova is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











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






  • 1




    $begingroup$
    Possible duplicate of How to properly denoise renderings?
    $endgroup$
    – Duarte Farrajota Ramos
    Mar 18 at 18:03
















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






  • 1




    $begingroup$
    Possible duplicate of How to properly denoise renderings?
    $endgroup$
    – Duarte Farrajota Ramos
    Mar 18 at 18:03















$begingroup$
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




1




$begingroup$
Possible duplicate of How to properly denoise renderings?
$endgroup$
– Duarte Farrajota Ramos
Mar 18 at 18:03




$begingroup$
Possible duplicate of How to properly denoise renderings?
$endgroup$
– Duarte Farrajota Ramos
Mar 18 at 18:03










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











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    1 Answer
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    active

    oldest

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    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











    $endgroup$

















      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











      $endgroup$















        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

        64.7k10125279




        64.7k10125279




















            Sophia Malakhova is a new contributor. Be nice, and check out our Code of Conduct.









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