Beast render blotches

Hi all,

I have a really nice render here, and I was wondering if anyone could tell me what’s causing the blotches on the walls and ceiling.

My render settings are in the image below.

Also, I know the wall is blown out behind the vases. Not sure why, but I think it’s some kind of Bounce related uber-caustics.


I apologize for the bump, but I need to find out what’s happening here. Does anyone else have this issue? Or are my settings wrong in some way?

Try clicking on the lightmaps that are generated and turn off compression. This fixed a similar issue I was seeing a while back.

Thanks for the tip. Unfortunately that did not fix the issue.

You may be having the same kind of problems I was:

http://forum.unity3d.com/viewtopic.php?t=62126&highlight=

Beast settings seem to be really sensitive. If you push them just a little too far you start to get splotchy results. You may want to reduce the Bounce Boost and Bounce Intensity. For me, the problem turned out to be that Contrast Threshold was too high at 0.5, although that doesn’t seem to be a problem with your settings.

Thank you very much for that link. I’ll try those settings and see what it looks like.
BTW, do you know how Robert can get away with a Texel density of 10? I find that just makes blurry blocks of light and shade. I need at least 50 to get decent looking results. I’d like to go higher, but it already looks like I’ll need a 24 hour render as it is.

As I understand it, Texel Density is measured in the number of texels per unit length in the game. So, the scale of your scene, determines the Texel Density you need.

For example, if you have a cube 1 unit on all sides, and a texel density of 10, this would mean the lightmap would allocate 10 texels across the side of the cube. If you scaled the cube up to be 10 units on a side, and kept your texel density at 10, the lightmap would now allocate 100 texels across the cube. Or, going the other way, if you scaled the cube down to 0.1 units across, the lightmap would allocate only 1 texel for the side of the cube.

I suspect that your scene is modelled or scaled smaller than my test scene was. Therefore, you need a higher texel density to get enough texels on your model to make it look right. It would be really nice if all models came at a fixed scale, say 1 unit = 1m, then we could assembly worlds easily from a library of objects. But every artist seems to pick their own scale.

One trick is to create a 1 unit Unity cube in your scene, use it as a 1 meter wide measuring cube, and scale the rest of the scene until the cube appears to be the right size in your scene. Similarly you can make a measuring cube the height of a person, and then scale your scene so the cube person makes sense.

If you do that everytime, you will then be able to start using a consistent texel density in most of your scenes, since they will all be more or less scaled the same in Unity units.

That was really helpful, thanks.
I think this scene is going to need about 50 at the moment. I’m too far in to start scaling everything thing at this point. But for future projects I’ll keep it in mind.