Sonnemanntoon wrote:face_off wrote:My default lighting in the scene is pretty strong and there are also a number of emissive textures (the recessed lights at the top of the walls) + natural lighting.
I suspect all those lighting in the side and middle of the ceiling are high-polygon Revit family geometry items and will not be ideal as emitter geometry for Octane and render with a lot of noise. In this case, you might be better turning the emission right down on those objects, and add a new object - being a single polygon for the whole ceiling - which you set opacity to 0 and set up as an emitter. This should give a much less grainy render.
What do you mean here? As in create a single shape that would be the emitter? But then the lights wouldn't look like lights anymore no? They would be dark.
Thanks
I think what Paul means here is keep the lights but reduce their emitter output and make a new shape like the ceiling you now have, make the geometry invisible (0 opacity) and give it emission properties. Also make sure that only the face of the light fitting emits light.
Architectural lighting could be tricky with rendering applications so it's best to experiment a bit. What I have done in the past is add a simple shape (square or round) which I made the emitter and placed it inside my lumnaire, which has no an emitter material. It will render more slowly than Paul's suggestion but faster than yours and with less grain. Hope that makes sense...
Best,
Seeker
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