hey dudes,
we are a small render team at an architectural office in munich.
we use octane with cinema 4d plugin.
we have big problems with noise in the pictures.
i attached a rendering.
its rendered with pathtracing / 9000 samples.
do you have any ideas tips to solve this noise problems?
we would be so thankful !!
flo
noisy light
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- florian metz
- Posts: 1
- Joined: Wed Feb 24, 2016 8:42 am
- Attachments
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- sample_noise.jpg (122.62 KiB) Viewed 4820 times
Hi florian metz,
it's not so easy to understand with so few infos
I'm guessing, here are some questions for you
Do you have any emitter nested inside other objects?
Or maybe the noise is coming from HDR + sun?
Have you tried with multi pass active, in order to better isolate the source of the noise?
Have you tried by reducing the power value of bump or normal maps near to the glass?
How is made the glass?
Is it a specular material with particular settings?
Have you tried with the fake architectural glass option made with a dark glossy material with falloff node in opacity?
ciao beppe
it's not so easy to understand with so few infos

I'm guessing, here are some questions for you

Do you have any emitter nested inside other objects?
Or maybe the noise is coming from HDR + sun?
Have you tried with multi pass active, in order to better isolate the source of the noise?
Have you tried by reducing the power value of bump or normal maps near to the glass?
How is made the glass?
Is it a specular material with particular settings?
Have you tried with the fake architectural glass option made with a dark glossy material with falloff node in opacity?
ciao beppe
Checklist:
- GI Clamp: 1
- Caustic Blur: 1
(- If there's still noise: Hotpixel Removal: 0,5)
- GI Clamp: 1
- Caustic Blur: 1
(- If there's still noise: Hotpixel Removal: 0,5)
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
Hi RobSteady,
with GI Clamp at 1, the caustics are already gone and you can set the Caustic blur at 0 in order to not loose GPU power
In general, having to reach 9000 sampling means that something is wrong (so spending some time to better understand where is the issue could be very helpful for the next project
ciao beppe
with GI Clamp at 1, the caustics are already gone and you can set the Caustic blur at 0 in order to not loose GPU power

In general, having to reach 9000 sampling means that something is wrong (so spending some time to better understand where is the issue could be very helpful for the next project

ciao beppe
Don't see the logic; Caustic Blur @ 1 is not rendering slower for me. What are you refering to?bepeg4d wrote:with GI Clamp at 1, the caustics are already gone and you can set the Caustic blur at 0 in order to not loose GPU power
Also your approach seems complete overkill; just type in these values and you're good to go.
I think you can even get away with just the hotpixel removal...
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
Hi RobSteady,
maybe if written by Marcus abstrax is more logic for you:
viewtopic.php?f=30&t=50605&p=251723&hil ... mp#p251723
have a nice day
ciao beppe
maybe if written by Marcus abstrax is more logic for you:
viewtopic.php?f=30&t=50605&p=251723&hil ... mp#p251723
have a nice day

ciao beppe