Night time artifacts

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Night time artifacts

Postby coilbook » Sun Sep 13, 2020 2:29 pm

coilbook Sun Sep 13, 2020 2:29 pm
Hi Paride,
Why is octane so bad with night scenes that have lights. No matter how long I render I still have noise and black pixels.

Can this be fixed?
I tried messing with sampling nothing works. Is octane just not good at lots of lights at night? Thanks
The image attached is after 50k samples

I wish devs remove sampling rate or make a new way for nights scenes with lots of lights. It's the biggest pain. What if you have 100s of lights and tweaking all these rates is a nightmare. (At least add a global parameter - reset all lightsampling rates to 1)

Also reflection of lights in specular textures especially with DOF is the worst. Pure noise. Honestly octane has the worst quality when it comes down to multiple lights at night or light reflection with DOF
Attachments
Untitled-3.jpg
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Re: Night time artifacts

Postby whersmy » Sun Sep 13, 2020 3:25 pm

whersmy Sun Sep 13, 2020 3:25 pm
What works for me, but I`m not doing night animations often:

- caustic blur - 1
- GI clamp to around 2000 or less (check to see the difference with say 100)
- Enabling AI light + denoiser
- Making sure adaptive sampling isn`t messing anything up (expected exposure should be correct)
- Never have 0 roughness or full white material
- Specular materials with 'fake shadows'.
- I always put sampling rate up to max

But most of the time the GI clamp does work wonders!

Greets
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Re: Night time artifacts

Postby coilbook » Sun Sep 13, 2020 4:01 pm

coilbook Sun Sep 13, 2020 4:01 pm
whersmy wrote:What works for me, but I`m not doing night animations often:

- caustic blur - 1
- GI clamp to around 2000 or less (check to see the difference with say 100)
- Enabling AI light + denoiser
- Making sure adaptive sampling isn`t messing anything up (expected exposure should be correct)
- Never have 0 roughness or full white material
- Specular materials with 'fake shadows'.
- I always put sampling rate up to max

But most of the time the GI clamp does work wonders!

Greets

Thank you! AI light did help. Unfortunately we use AO so no GI otherwise render times will be so much higher
Light and reflections for octane is still a tough problem to solve on a large scale
Attachments
Untitled-4.jpg
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Re: Night time artifacts

Postby whersmy » Sun Sep 13, 2020 4:07 pm

whersmy Sun Sep 13, 2020 4:07 pm
Cool!

I would say with scenes like this that 'Adaptive sampling' would help a lot also, is that enabled?
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Re: Night time artifacts

Postby coilbook » Sun Sep 13, 2020 4:15 pm

coilbook Sun Sep 13, 2020 4:15 pm
otoy, please add a button reset all light sampling values in lights and mesh lights to 1. have 100s of lights and light mesh textures is too much to go back and forth and set some lights back to 1 and some to another value
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Re: Night time artifacts

Postby coilbook » Sun Sep 13, 2020 4:17 pm

coilbook Sun Sep 13, 2020 4:17 pm
whersmy wrote:Cool!

I would say with scenes like this that 'Adaptive sampling' would help a lot also, is that enabled?



Yes. I think to get a clean image will have to render at 500k samples or more. For osme reason octane struggles with lots of lights and light reflections. We need at least a feature to give more samples to reflected lights
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Re: Night time artifacts

Postby jimho » Sun Sep 13, 2020 7:38 pm

jimho Sun Sep 13, 2020 7:38 pm
In dark environment, I found bepeg4d's comment in this post helps a lot:
https://render.otoy.com/forum/viewtopic.php?f=9&t=60549&p=309888&hilit=+recess%2A#p309888
not sure if your case related,just FYR.

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Re: Night time artifacts

Postby paride4331 » Mon Sep 14, 2020 8:58 am

paride4331 Mon Sep 14, 2020 8:58 am
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
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Re: Night time artifacts

Postby coilbook » Wed Sep 16, 2020 12:29 am

coilbook Wed Sep 16, 2020 12:29 am
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
Attachments
black pixxels.jpg
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Re: Night time artifacts

Postby coilbook » Wed Sep 16, 2020 12:44 am

coilbook Wed Sep 16, 2020 12:44 am
What i dont get is how games use unbaked realtime RTX light (like this Cyberpunk game) noise free and we render for 2-3 min with tons of GPUs to get noisy light from frame to frame just because i have 20-30 lights in the scene .
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rtx.jpg
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