This is a standard bug scene with night lighting.
It is connected to the bright visible light sources, reflected in the materials , which can not properly handle rendering, particularly strong this effect is blurry reflections with BRDF type Ward.
To get rid of this rash you enough options VrayLight uncheck «Affect reflections», and last but not least, check whether not intersect with geometry Lite container.
Just I advise you to read the topic about what is true set the light in the ceiling of and also, splint about it, how to cover the interiors of night-Ray in the V 😉
Hi,This is a standard rash from "extremely" bright glare sources in reflections. The approximate "nature" of this bug is such that the formation of colors of pixels on reflective materials is formed in the LDR space, where the gray gradient, responsible for the brightness of the color, say, is represented by 256 gradations. Where 0 - absolutely black color, and 256 - absolutely white color. That is, first the color hue is calculated, and then multiplied by the brightness value and so we get the final pixel color on the reflection.The brightness values involved in forming the final color of reflection are taken from the scene objects, which are reflected in this reflection. Such an object can be, as a neighboring object, illuminated by a light source, and the bright light source itself. And here is the key point. The fact is that the brightness of the visible light source goes beyond the limits of LDR, because the value of its brightness is in the HDR space.What does this mean in practice? And the fact that the LDR algorithm for the formation of the final colors of pixels "waits" for values in the 0-256 side, but the same light source can transmit values tens of times greater than 256, for example, 122323435445 (in fact, the HDRI brightness format is a "floating comma", but For simplicity, let it be as in the example). As a result, whatever the hue has been multiplied by the value of the multiply expected maximum, we get the maximum value of the LDR color space, that is, the white pixel. It is these "anomalously" white pixels that are the same noise or white rash in reflections.Nominally, to eliminate LDR transmission to the final color calculation algorithm, the brightness value exceeding 256 is called the "Clamp output" algorithm in Color Mapping. It literally "cuts" any value exceeding 256 to 256. Even if the value 122323435445 comes, then this algorithm will cut it to 256i. As a result, an abnormally bright pixel in an unexpected place does not appear.What except for visible light sources in reflections can give such a rash?It can be given an HDR environment map, because the brightness values of such a card are HDR, not LDR.It can be a self-luminous material with a high brightness value.What if you, say, want to render the final rendering itself in HDR format and therefore you can not activate "Clamp output"?Then you have to go to the tricks.For the IC, turn off visibility in reflections (check "Affect reflections").For bright self-luminous materials - use a lower intensity of the glow itself or replace the reflective properties while maintaining the properties of the glow.For HDR, a short as a substitute for a real environment is not to use such cards at all, but to simulate a real environment.In particular, for jewelry, you need to recreate the Photo Light Box. In 3d, this is even easier to make than the real world😉