Hey all!
This is my first post here!
I am new user Octane (3ds max).
The image is in DL + AO because I only have a GTX 580.
I've seen many images taken with DL + AO on this forum, which looks very good.
That's the reason I bought the program ... speed!
Any advice for improving the image is welcome.
Thank you!
Large interior DL+AO Noise Helpppp!!!
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
first thing first...
Your glare is wayyyyy too strong, turn that down.
now, a really good way to reduce noise, is to open up some walls that arnt seen in the image. try that.
Your glare is wayyyyy too strong, turn that down.
now, a really good way to reduce noise, is to open up some walls that arnt seen in the image. try that.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
Seems your emitters are producingthe noise.
Is the lamp a emmissive texture? Or is there a octane-light within the glowing lamps?
How many samples you are using?
Is the lamp a emmissive texture? Or is there a octane-light within the glowing lamps?
How many samples you are using?
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
I see that you only have one graphic card yet you claim you bought program becasue of the speed. How much does it take to render this sort of sceen?Arhitectu wrote:Hey all!
This is my first post here!
I am new user Octane (3ds max).
The image is in DL + AO because I only have a GTX 580.
I've seen many images taken with DL + AO on this forum, which looks very good.
That's the reason I bought the program ... speed!
Any advice for improving the image is welcome.
Thank you!
I was thinking that you need at least 4 graphic cards to get some deecent rendering time with Octane. Am I wrong?
I suspect it's because the large dangly things are your emitters? Probably too much 'geometry' in them to do that, might need to reduce their face count
If it's a single view, then I'd hide the wall behind the camera, to get some ambient light in, could just use a white-ish colour or a neutral-ish HDRI to illuminate the scene, could even render this PMC, 5000 maxsamples or whatever
personally, I'd model the floor, easy enough to instance, could use a bit of maxScript to lift each tile up 2mm or so, up and down randomly
- select all the floor tiles and then type this in your maxScript listener - for i in $ do i.pos.z += (random 0.002 -0.002) - and then hit return, assuming your units and system units are metres....
and then I'd then consider rendering the feature lights separately, so one render with just ambient white light, another with a black texture environment and this time with the emitters on, and even rendered half res, direct lighting or path-tracing, and then this overlaid in photoshop, screen or linear dodge/add
If it's a single view, then I'd hide the wall behind the camera, to get some ambient light in, could just use a white-ish colour or a neutral-ish HDRI to illuminate the scene, could even render this PMC, 5000 maxsamples or whatever
personally, I'd model the floor, easy enough to instance, could use a bit of maxScript to lift each tile up 2mm or so, up and down randomly
- select all the floor tiles and then type this in your maxScript listener - for i in $ do i.pos.z += (random 0.002 -0.002) - and then hit return, assuming your units and system units are metres....
and then I'd then consider rendering the feature lights separately, so one render with just ambient white light, another with a black texture environment and this time with the emitters on, and even rendered half res, direct lighting or path-tracing, and then this overlaid in photoshop, screen or linear dodge/add
workstation well past its sell-by-date, Vista 64 bit (!) with a pitiful amount of RAM, re-invigorated with a GX 590
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
Consider using Lightroom's luminance based noise reduction. I found it works very well with Octane's renders. It is not magical of course but it does wonders with no undesired blur.

(view full size to properly compare noise)
PS: You are in luck. All I have is a gtx 560ti.

(view full size to properly compare noise)
PS: You are in luck. All I have is a gtx 560ti.
GTX 1080 8gb, GTX 970 4gb, I5 4590, Z97-E, 32gb RAM, Win 10 64bits, Octane for Maya