I know this has been posted before, and I looked through what I could find, but still can't find anything to fix the noise in this scene (edit: I understand now that it's not noise).
I just want to have the geometry that is emitting not have noise, but it seems like max samples aren't helping at all. The blue seems much less noisy than the red/orange.
( I tried using a Gaussian wavelength and also tried turning down the power, tips from another thread that didn't reduce noise. )
Thanks in advance,
vmedium
Emissions and Noise - Making nice glows and reflections
Moderators: ChrisHekman, aoktar
The "noise" here is just totally burned out pixels, i.e. your emitters are too bright.vmedium wrote:I know this has been posted before, and I looked through what I could find, but still can't find anything to fix the noise in this scene.
I just want to have the geometry that is emitting not have noise, but it seems like max samples aren't helping at all. The blue seems much less noisy than the red/orange.
( I tried using a Gaussian wavelength and also tried turning down the power, tips from another thread that didn't reduce noise. )
Thanks in advance,
vmedium
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
So are you suggesting to turn down the 'power' in the black body emission? When I do that I lose the effect I'm trying to achieve, and lose the blooming in the light itself..
So I understand it's not 'noise' in the literal sense of the term.. It's blown out pixels... How do I go about getting a nice looking and bright emitter without blowing out the pixels?
So I understand it's not 'noise' in the literal sense of the term.. It's blown out pixels... How do I go about getting a nice looking and bright emitter without blowing out the pixels?
Either de-saturate the colors of the emitter, increase the "saturate to white" option in the imager, increase highlight compression or use the bloom post-effect. Or all of the above. Hard to say, because I'm not sure what you want to achieve.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Ok thanks. I'll give these a go and report back.
As far as the overall look I'm trying to achieve, it would just be similar to your standard glowing UI goodness see in film. Generally the lights have a nice bright center with the color falling off on the edge. Maybe that is best achieved in post, I'm not sure.
Beeple seems to get nice emission on things like this - ( http://www.beeple-crap.com/media/everyd ... -18-15.jpg )
I suppose the standard neon light would also be a similar look.
As far as the overall look I'm trying to achieve, it would just be similar to your standard glowing UI goodness see in film. Generally the lights have a nice bright center with the color falling off on the edge. Maybe that is best achieved in post, I'm not sure.
Beeple seems to get nice emission on things like this - ( http://www.beeple-crap.com/media/everyd ... -18-15.jpg )
I suppose the standard neon light would also be a similar look.
i would bet an eye that this is done in post 
in your case as long there is nothing to emit the light on there won't be any kind glow.
nevertheless you can use the octane post effects to create that glooming glow or just do it in whatever postsoftware you use.

in your case as long there is nothing to emit the light on there won't be any kind glow.
nevertheless you can use the octane post effects to create that glooming glow or just do it in whatever postsoftware you use.
MacPro5,1 OS X 10.10.3 | GTX TITAN Black, GTX 970, 3x GTX 780Ti, GTX 780
I ended up pushing up
Highlight compression : 20
White saturation to 0.21
post
Bloom to 2
At 5000 samples for path tracing and about 13 minutes I got a lot closer to what I am looking for.
I can sill see a bit of aliasing around the edges of the rounded hex orange light. Is this something I just have to keep increasing samples for.. or more tweaking with the above settings?
Thanks again!
Highlight compression : 20
White saturation to 0.21
post
Bloom to 2
At 5000 samples for path tracing and about 13 minutes I got a lot closer to what I am looking for.
I can sill see a bit of aliasing around the edges of the rounded hex orange light. Is this something I just have to keep increasing samples for.. or more tweaking with the above settings?
Thanks again!