As you can see in the attached pic, I am getting the white blur around
the edges of the tyres on the floor.
Yes, I remember this one - it is a surface normal issue. Rotate the floor
surface 180 degrees to fix the problem. You can also flip the normal
direction in the material assigned to the floor surface.
The error is related to flat surfaces, hollow cubes etc. In other words,
cases where the surface normal side is somehow unpredictable. If you model
everything from solid blocks it will not show up.
In this example, I changed the floor to an analytical cube and the problem
disappeared.
Hope this is of use to some of you. Timo has kindly added it to the wiki
also.
Regards
Jason
I always assumed this only had to do with Blur, interesting to see there's
more to it.
When V6 arrived I spent many hours fiddling with the Blur Width control
curve, and all sorts of combinations of blur width, strength, raycount, etc.
It's certainly much better than it was in V5. But GI is still very slow in
real-life scenes that involve more than a few simple analytics...
I'll check this out in some test scenes, thanks!
-Mark