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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?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
    11 hours ago






  • 1




    $begingroup$
    Possible duplicate of How to properly denoise renderings?
    $endgroup$
    – Duarte Farrajota Ramos
    8 hours ago















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
    11 hours ago






  • 1




    $begingroup$
    Possible duplicate of How to properly denoise renderings?
    $endgroup$
    – Duarte Farrajota Ramos
    8 hours ago













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 7 hours ago









cegaton

64.6k10125279




64.6k10125279






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 12 hours ago









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
    11 hours ago






  • 1




    $begingroup$
    Possible duplicate of How to properly denoise renderings?
    $endgroup$
    – Duarte Farrajota Ramos
    8 hours ago
















  • $begingroup$
    it doesn't happen when I open your file in 2.79 or 2.8
    $endgroup$
    – moonboots
    11 hours ago






  • 1




    $begingroup$
    Possible duplicate of How to properly denoise renderings?
    $endgroup$
    – Duarte Farrajota Ramos
    8 hours ago















$begingroup$
it doesn't happen when I open your file in 2.79 or 2.8
$endgroup$
– moonboots
11 hours ago




$begingroup$
it doesn't happen when I open your file in 2.79 or 2.8
$endgroup$
– moonboots
11 hours ago




1




1




$begingroup$
Possible duplicate of How to properly denoise renderings?
$endgroup$
– Duarte Farrajota Ramos
8 hours ago




$begingroup$
Possible duplicate of How to properly denoise renderings?
$endgroup$
– Duarte Farrajota Ramos
8 hours ago










1 Answer
1






active

oldest

votes


















12












$begingroup$

That big error on the top is caused mostly by fireflies and the denoiser.



enter image description here



The denoiser has a hard time with small bright elements surrounded by darker pixels.



Just for comparison here's the image with no denoising:



enter image description here



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 to light shiny and transparent objects...



They will be reflected as bright shiny points 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



read:



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



Other advise. Try to avoid high levels of subdivision (like you have in the plane used in 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.






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    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 the denoiser.



    enter image description here



    The denoiser has a hard time with small bright elements surrounded by darker pixels.



    Just for comparison here's the image with no denoising:



    enter image description here



    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 to light shiny and transparent objects...



    They will be reflected as bright shiny points 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



    read:



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



    Other advise. Try to avoid high levels of subdivision (like you have in the plane used in 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 the denoiser.



      enter image description here



      The denoiser has a hard time with small bright elements surrounded by darker pixels.



      Just for comparison here's the image with no denoising:



      enter image description here



      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 to light shiny and transparent objects...



      They will be reflected as bright shiny points 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



      read:



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



      Other advise. Try to avoid high levels of subdivision (like you have in the plane used in 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 the denoiser.



        enter image description here



        The denoiser has a hard time with small bright elements surrounded by darker pixels.



        Just for comparison here's the image with no denoising:



        enter image description here



        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 to light shiny and transparent objects...



        They will be reflected as bright shiny points 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



        read:



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



        Other advise. Try to avoid high levels of subdivision (like you have in the plane used in 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 the denoiser.



        enter image description here



        The denoiser has a hard time with small bright elements surrounded by darker pixels.



        Just for comparison here's the image with no denoising:



        enter image description here



        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 to light shiny and transparent objects...



        They will be reflected as bright shiny points 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



        read:



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



        Other advise. Try to avoid high levels of subdivision (like you have in the plane used in 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 6 hours ago

























        answered 8 hours ago









        cegatoncegaton

        64.6k10125279




        64.6k10125279




















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









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