abstrax wrote:coilbook wrote:14000 samples later in AO. Just noise. 20 x 1080ti - 5 min to render. Why do cpus calculate cleanly and gpus just cannot. I know CPUs are slower but they do the job.
Maybe GPUs just cannot handle a big varieties of colors, lights and objects at the same time. GPUs are very slow at rendering stuff like grass but fast at one uniformed color like sky.
And denoiser creates blotchy patches out of that blue noisy interior ceiling.
Can we get a bucket mode to do clean final renderings?
In the image you posted it looks as if the light sampling is struggling. If you send me the scene, we can have a look and try to understand what is going on and how things can be improved. Thank you.
Hi abstrax,
I sent you the scene link as PM. Some lights have noise, some don't.
All light samples of all light sources are set to 4000-6000. Is it even the right way to do it or should I leave it at 1? I am hoping future octane will have an option to auto balance and adjust light samples.
I also attached the video. With ai lights OFF noise clears kind of evenly and slow for police car red lights and wall mesh light. When ai lights are ON, the noise from the police lights gets cleared very fast but the mesh light still struggles and at the end just stays noisy. SO I think ai lights work great for octane lights but not for mesh light emitters.
If this is how ai lights should work, like they did for police red lights at the end of the video, then this is great! It cleared in 5 seconds. Hopefully you can fix it for all light emitters.
Please note: you will need itoo forest.
All Thanks