I could use some pointers when it comes to noise in octane renders. I think I must have read every prominent forum post on the subject of specular noise but still don't have a viable solution.
The scene is quite large and features some distant streetlights, created simply with an emissive material and point light. The closer ones seem to be fine but the further away they are the harder to resolve the seem.
In honesty I don't know if it is a distance issue or perhaps something to do with them being viewed through a glass material. Whatever the issue it isn't solved with samples as high as 50000 (adaptive) and I can't wait 45+ mins per frame. I'll be at this for the rest of my life otherwise.
I'm not using the denoiser pass, it's too blotchy for animation in this case. I may use some post denoising but the render is too noisy to do this at the moment.
Here is the noise and beauty pass plus my Path Tracing settings. Hopefully there is a fix.
Path Tracing Kernel
Samples 50000
Diffuse 8
Specular 24
Scatter 8
ray Epsilon: 0.01
Caustic Blur: 1
Gi Clamp 5
Adaptive Samplin: true
Noise threshold: 0.12
Min samples 512
hot pixel: 0.7