Stable Noise? Please help!

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coilbook
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Hi
I ve been rendering animation with octane and
I noticed even after 5000 samples per frame where light hits and reflects like glossy spots; or ambient light inside of a car cabin, you can see tiny amount of noise that is constantly moving. Is it possible to add a feature like Stable Noise so those tiny light particles wont be chaotically moving? They even move when an object is stationary but rendering over 10000 samples per frame is not possible for me or it wont do much anyway.

Thanks a lot!
kavorka
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Originally they didnt move, but this creates a very fake animation so they made it have a random seed for the noise.

Most likely, you just need to render for longer. For some scenes (where there is a lot of indirect noise) you need close to 20k samples.

If you are using pathtracing, this is hard for animations because it renders slower. Try Direct Light. But also try PMC, you might get better noise at a lower sample.
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xxdanbrowne
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A-Ha!

You just also answered a question I asked months ago and didn't get an answer to.
coilbook
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Kavorka thanks a lot finally someone explained.
kavorka
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Did that solve your problems?
I am working on an animation with a lot of interior shots and im going with direct light, ambient occlusion, for speed. Interiors clean up after 3k samples.
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coilbook
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Hi I will try soon.
Attached is my WMV video that shows constant noise after 5000 samples per frame (image zoomed at 200% but even 100% is visible). I think Octane needs an optional button added 'stable noise for backgrounds and static objects'. I'd rather have just dots that dont move than dots just chaotically moving. I think Arion has that feature
Thanks
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noise_after_5000.wmv
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sikotik13
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Is it weird that, while unintentional.. I think it looks kinda cool doing that?

Seriously though, for lighting noise in path tracing, the only real answer is more samples, or switch to PMC (sometimes helpful, mostly interior, I've noticed).

This is all assuming you absolutely cannot use DL for your animation. I've only managed to prevent it from resolving light noise in one overly excessively lit, mirrored scene (think room of mirrors with 9 or do texture emission and black body lights all set far too high to be sane). And even that was cleaner than what I see in your video by 10000 samples or so, just had firefly halos around the two direct (and bounced) reflections of lights pointed into the mirrors. Was a commission or I'd show it, but Path Tracing is usually something I just let go forever if I want it to look good.
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coilbook
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Thanks a lot!
coilbook
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I do get tons of noise inside of car cabin. I wonder if a simple diffuse with opacity is the best solution seems like all light that goes through glass is the noisiest one.
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sikotik13
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From what I gathered in quite a few lengthy threads, that was the entire purpose behind the creation of portals. They are not a material, they guide light through openings, instead of bounces being wasted on interior spaces. However, last I checked, they required not having a surface interfering (i.e. windows, for a car), something about interfering geometry confuses the parameters or something. May have changed, I know there was at least one sticky thread with a general intro/mini tut on them. Might be worth looking into.

I'll see if I can get a chance to throw together a test scene to compare the modes at particular sample rates, and I'll even try it with a car, since I think I have a model floating around somewhere.
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