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This example shows the effect of the Secondary
rays bias parameter. The scene below has a box object with a height
of 0.0, which makes the two sides of the box to
occupy exactly the same region in space. Due to this, VRay cannot resolve
unambiguously intersections of rays with these surfaces. The first image
shows what happens when you try to render the scene with the default
settings. You can see the splotches in the GI solution, caused by the fact
that rays randomly intersect one or the other surface:
In the second image below, the Secondary rays
bias is set to 0.001, which offsets the
start of each ray a little bit along its direction. In effect, this makes
VRay skip the problematic surface overlaps and render the scene correctly:
Note that the Secondary rays bias affects
only things like GI, reflections etc. In order to render the scene properly,
the material assigned to the box has its 2-sided
option checked. This is so that the object looks in the same way regardless
of whether the camera rays hit the top or the bottom of the box. If the
material did not have this option checked, it would appear "noisy" even
though the Secondary rays bias is greater
than 0.0:
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