Hello Otoy,
I have found interior scenes I have made that I find impossible to create without a great ammount of noise. There MUST be a way.!!!
Can you please post a definitive guide of noise / grain avoidance in creating a scene?
I have tried all Kernels, all settings, 11 gpus at high sampling rates.... light portals, etc.
I suspect there has something to do with the way octane light works, its size, sampling, ies settings, etc. ( scaling down lights will induce extra noise )
Please advice. Rendering at 4X, noise reduction and then scaling down is not a solution, the whole point of octane is speed.
I have seen very clean images from other users, so i know Octane can do this.
Secondly, users dont really care if a render tool is 100% unbiosed, as long as it looks good, adding a noise reduction / averaging within the shaders, as an option is a must, even if this does not make it 100% unbiosed. Otoy please do this at shader level and not only on post processing. The hot pixel removal tool you provide is not really usable when the real problem on noise shows up.
Thank you!
Dfinitive GUIDE to NOISE avoidance / reduction ??
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- mib2berlin

- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
Hi, the new settings for fastest render is PathTerm = 1 and Coherent Ratio = 1 at maximum.
Another thing is enough "Rays" in the room, open walls not in camera view or make it emitter with low power.
Don´t use small emitters, IES lights, 100% glossy and 100 pure white or other color.
Reduce glossy, specular samples to 6-8 or lower if you have no glass objects in the scene.
Worst case is closed room with one or some tiny mesh emitter.
Cheers, mib
Another thing is enough "Rays" in the room, open walls not in camera view or make it emitter with low power.
Don´t use small emitters, IES lights, 100% glossy and 100 pure white or other color.
Reduce glossy, specular samples to 6-8 or lower if you have no glass objects in the scene.
There is no definitive guide, to complex and different for every scene.definitive guide of noise / grain avoidance in creating a scene
Worst case is closed room with one or some tiny mesh emitter.
Cheers, mib
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build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
