Speckles in render
![ysmccool_7750d65022](https://secure.gravatar.com/avatar/ed2bddb3058d3bd2ba56bf98243f3347?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2Fed2bddb3058d3bd2ba56bf98243f3347_100.png)
After I updated to the new version of Daz Studio, my renders had speckles in them. Always on the African-American characters, both Monique 7 and Darius 7 based. I was told that the renders were not finished, thus the speckles, but the renders finish on their own. How do I make it render longer?
Comments
The max time (in seconds) is in the Progressive Render group in the Editor tab of Render Settings.
You might need more light on the darker skin. What sort of lighting are you using? I often have the noise (green speckles) in dark or foggy scenes. Long render times don't always fix it.
I've had to turn off Render Quality Enable in the newer version of DS. It seems like it's finishing too quickly otherwise (ie, it doesn't calculate convergence as well as it used to.)
"Speckles" can mean different things to people, so it's best to post an example of what you mean.
* Mostly dark grain that looks like beach sand is unconverged pixels. The responses you got for that will help.
* Bright speckle dots are fireflies, and in general longer rendering or adjusting the convergence won't be as effective. The general cause for this is materials settings, such as overly high or bright reflectance values. Skin can have this too (especially skin).
Post that sample if you can.
I'm seeing some unusual speckles, too, that I haven't seen before. Using NGS Anagenessis. I'm getting bright fireflies... I tried adding light with headcam light, and then it turned to weird black mottling.
Something is up and not sure what, will have to do more testing to see any pattern.
Well, some things it isn't: SSS, top coat, pbr specular/glossy vs metallicity, light levels, depth of field.
I guess I'll just let it run longer and large size and hope for the best.
(At 4x size, the specks vanish when shrunk down, so hey)
I'm noticing more problems with spotlights than with HDR backdrops or emissive surfaces.
Are you using any of the new dual lobe shaders in these renders? We've noticed it and are discussing the issue on the dual lobe shader script thread.
I saw that discussion, but no, not using dual lobe. I suspect the dual lobe thing might be some more general issue.
The reason I mention it is because we noticed it with spotlights too. The speckles (that we discussed) are actually holes in the render. If you stick something bright behind the render, you can see the color shining through. Has something to do with one of the SSS settings on the skin.
I often observe bright specles related with glossy reflecting hair or other glossy shiny surfaces near darker surfaces.
A different source of (dark) specles is the usage of translucency / Scatter&transmit on skin. Especially in the areas being in the shadow.
But all those specles almost disappear after convergement >99.9% and Render quality >2.![wink wink](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/wink_smile.png)
(If you're patient enough - days later)
I'm getting the spots in the shadow areas of my renders. It is very frustrating. Didn't have this issue before. I've tried upping render quality, but I've left it run for a lot longer than I did in my previous build and it still looks speckled. What I did is pull up the character's face, and do a spot render on just a problem area. It starts okay, but I see the noise materialize as the render progresses. It isn't something that starts with noise and reduces over time, the little colored specks are put IN as the render progresses longer and longer. until there are more there than when test render started. I'm not sure if it needs more convergence, but I've never seen it happen. These specks if viewed up close are really rainbow not white. Bright colored specks hard to remove in photoshop without bluring the image.
What are the values for convergement and number of iterations?
Yes of cause, the specles first start to build up. But only if I'm above 99.5% of "real" convergement and the number of iterations is good above 1000 they start to smooth out.
Depending on the scene this would need 8 hours and more (CPU only with i5).
Yes, I'm having the same problem, bright fireflies on renders where none existed before the latest update, very frustrating.
It can't be the same problem, if it's the latest update and you are posting to a thread from 2017. One possibility is that your driver is too old and Iray is droping to CPU, and timing out before the image is adequately converged, or if it's only a few scenes you've tried it might be the increased memory requirement (for non-RTX cards, assuming you used to work with OptiX Prime off) having the same effect of dropping Iray to CPU and not reaching the target convergence level.
I had an issue like this not too long ago, with white speckles appearing more and more as the render ran longer.
Turned out it was the Bump Map strength was too high on the surface in question. Lowering it almost totally eliminated the white speckles.
See my before and after renders. The problem surface is the rifle the character is holding.
Before reducing Bump Map strength on left, after reducing Bump Map strength on right.
(I believe the remaining white spots are actual reflections of light on the rifle.)