Night time artifacts

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

ANOTHER UPDATE:
Can you please send this info to devs for them to eval?
So we have a scene with
1. Light posts (300 samples)
2. Gas station lights (300)
3. Two trucks headlights (200)
4. Semi-truck decorative lights (100)

5. City Traffic (500) In the image you can see one little ( truck circled with yellow) but there are a lot more cars behind the camera or far away.
It seems that when lots of instances(city cars ) with lights are added light posts, gas station lights start developing black dots and noise. It's like city traffic sucks out all the samples from other lights.
Even if city cars are not in the camera view they still suck out all the samples from other lights. Do we need to increase samples count if we have lots of instanced meshes with lights?

Setting all lights in the scene is not an options - everything is too noisy. What is the solution then? How do I know how many samples each light needs? It's a nightmare to balance so many lights.
Can they develop an automated sampling system?

Should buildings with lights be set as stationary?
Thanks
Attachments
noise balance.jpg
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whersmy
Licensed Customer
Posts: 723
Joined: Thu Aug 30, 2012 7:40 am

coilbook wrote:
paride4331 wrote:Hi coilbook,
could you try to reduce specular, bump or normal map (road material)
Any emitters inside other objects?
viewtopic.php?f=27&t=60648&p=310376#p310376
Regards
Paride

Hi Paride,
I tried it doesn't work much. Do you know by any chance why there are pure black pixels like in the iamge above or the one I attached? is it missing data? It was rendering for 50,000 samples

UPDATE:
I noticed it happens a lot when two or more lights shine at the same point (surface)

Thanks
Those pixels happen when Adaptive sampling kicks in to quickly I believe. I have set it now to about 64, the option Min adaptive sampling.
Octane 2022.1.1 nv535.98

x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090

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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Thank you!
tcheng00
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Location: USA
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I could take a look at the scene. Can you share this scene?
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

tcheng00 wrote:I could take a look at the scene. Can you share this scene?
Thank you for your help! I 'll try to compile the scene it's pretty big. Here is the example. The lightning is a mesh with 100000 samples and when it's on light posts don't shine on the ground anymore. Their samples are set at 200. The lightning was set at 10k to reduce the noise. I am not sure what's the best solution here I hope otoy can fix it where one light won't steal all sample from another. They need to create a system where light is still there for other light sources with less samples
Attachments
samples.jpg
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whersmy
Licensed Customer
Posts: 723
Joined: Thu Aug 30, 2012 7:40 am

Coilbook, you can actually 'override' the sampling rate btw! So you can increase it to like 20.000 samples. The number becomes orange, but it works :idea:
Attachments
samplingrate.jpg
Octane 2022.1.1 nv535.98

x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090

Octane Render experiments - ♩ ♪ ♫ ♬
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