Interior shot quality

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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gueoct
Licensed Customer
Posts: 402
Joined: Mon Jul 11, 2011 3:10 pm

Hi guys,

just using Octane the first time for an interior shot with
some daylight through the window and a couple of IES lights.
After 2,5 hours and 16000 samples of Pathtracing (2x GTX 580) the picture looks like this:
How can i get i rid of the the awful grain? What am i doing wrong here?
Attachments
piccini_0014.jpg
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Karba
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gueoct wrote:Hi guys,

just using Octane the first time for an interior shot with
some daylight through the window and a couple of IES lights.
After 2,5 hours and 16000 samples of Pathtracing (2x GTX 580) the picture looks like this:
How can i get i rid of the the awful grain? What am i doing wrong here?
What is caustic blur value of pathtracing? Try to set it to 1.
gueoct
Licensed Customer
Posts: 402
Joined: Mon Jul 11, 2011 3:10 pm

Karba wrote:
gueoct wrote:Hi guys,

just using Octane the first time for an interior shot with
some daylight through the window and a couple of IES lights.
After 2,5 hours and 16000 samples of Pathtracing (2x GTX 580) the picture looks like this:
How can i get i rid of the the awful grain? What am i doing wrong here?
What is caustic blur value of pathtracing? Try to set it to 1.
it was set to 1.
Intel i7-970 @3,20 GHz / 24 GB RAM / 3 x EVGA GTX 580 - 3GB
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Karba
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Joined: Sat Jun 11, 2011 9:05 am

gueoct wrote:
Karba wrote:
gueoct wrote:Hi guys,

just using Octane the first time for an interior shot with
some daylight through the window and a couple of IES lights.
After 2,5 hours and 16000 samples of Pathtracing (2x GTX 580) the picture looks like this:
How can i get i rid of the the awful grain? What am i doing wrong here?
What is caustic blur value of pathtracing? Try to set it to 1.
it was set to 1.
What is the geometry of your lights?
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Vanya
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Only because of these questions!, bleed a few lessons with the correct settings light, camera, render settings.
which means a "sample" in the light and how it works ..?

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gueoct
Licensed Customer
Posts: 402
Joined: Mon Jul 11, 2011 3:10 pm

Vanya wrote:Only because of these questions!, bleed a few lessons with the correct settings light, camera, render settings.
which means a "sample" in the light and how it works ..?
Exactly; what do the "samples" do?

The lamp shade is a diffuse material without any transparency. Inside an IES-light.

i tried 32000 samples but it still looks like grainy like this:
Even with DirectLight - Diffuse mode i am not able to achieve a grain free picture....
Attachments
fixture.jpg
fixture.jpg (24.94 KiB) Viewed 4410 times
ies.jpg
ies.jpg (16.21 KiB) Viewed 4410 times
piccini_0014_32ksmp.jpg
Intel i7-970 @3,20 GHz / 24 GB RAM / 3 x EVGA GTX 580 - 3GB
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abstrax
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I don't know the plugin, but I assume that "samples" corresponds to "sampling_rate" in standalone Octane. This parameter allows you to weigh how much a particular emitting material is sampled. Usually Octane weighs emitting materials depending on brightness and area, but sometimes that isn't enough and the user can take control with this parameter.

I guess the problem with your scene is that it's very hard to find a path to the light sources, which are "hidden" deep inside the lamp shades. Another problem is that half of the emitting polygons don't contribute any lighting since they are pointing up where the lamp shade and the IES profile block any light. The second problem is easy to fix. Just remove those emitting polygons at the top:
lightfix.png
lightfix.png (21.75 KiB) Viewed 4403 times
The first problem is harder to solve. The only simple "fix" I can think of might be switching to PMC.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gueoct
Licensed Customer
Posts: 402
Joined: Mon Jul 11, 2011 3:10 pm

abstrax wrote:
I guess the problem with your scene is that it's very hard to find a path to the light sources, which are "hidden" deep inside the lamp shades. Another problem is that half of the emitting polygons don't contribute any lighting since they are pointing up where the lamp shade and the IES profile block any light. The second problem is easy to fix. Just remove those emitting polygons at the top:
There are no emitting polygons since this is the symbol for the light source.
the light distribution is determined by the ies file.....
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abstrax
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gueoct wrote:
abstrax wrote:
I guess the problem with your scene is that it's very hard to find a path to the light sources, which are "hidden" deep inside the lamp shades. Another problem is that half of the emitting polygons don't contribute any lighting since they are pointing up where the lamp shade and the IES profile block any light. The second problem is easy to fix. Just remove those emitting polygons at the top:
There are no emitting polygons since this is the symbol for the light source.
the light distribution is determined by the ies file.....
Ah ok. What is the geometry of the emitting mesh? Octane doesn't support point light sources, so the plugin must export them as some geometry.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gueoct
Licensed Customer
Posts: 402
Joined: Mon Jul 11, 2011 3:10 pm

abstrax wrote:
Ah ok. What is the geometry of the emitting mesh? Octane doesn't support point light sources, so the plugin must export them as some geometry.
you are asking ME ? :)
As far i as i know there is no emitting geometry. The yellow cube with the arrow underneath is the symbol for a lightsource.
I can change the radius of this light source and the distribution is determined by the IES file. Am i wrong?
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