White Dot problem ( Solved )
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Hi all .I new for octane render .I use 2 days .I have a problem that ı setting up scene and render .But while ı'm rendering some white dots cames .This is not noise and grain .I search camera setting and found hotpxls value end set up 0 .This also clear some white dots but not all .may be you are know something abouth that .Thank you
Last edited by ozelyapim on Fri Apr 15, 2016 9:21 pm, edited 1 time in total.
If I'm not mistaken, this seems to be a problem with glass and caustics. Your windows are most likely the source of the problem. One solution is to make sure that the "Fake Shadows" option is enabled for your window materials (and make sure your Index of Refraction is low or off). Another solution is to make your window material a Glossy material instead of Specular, and then turn the opacity down to about 0.1 or so. Try both and see which works better for you. Hopefully that helps.
GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Hi,
Fireflies/hot pixels are a a given if you are dealing with complex lighting, reflections, and shininess. Some suggestions:
- You can use the PMC kernel instead of the path tracing kernel. You will be trading off a bit of your rendering speed, but this will diminish fireflies.
- Increase the "roughness" of scene objects where possible.
- If time is of the essence, you can try the direct lighting kernel (with diffuse-only indirect light). You will lose caustics however, so this is not recommended for a final render.
- Manipulating GI Clamp, and Ray Epsilon values, can help with reducing fireflies (found in your Kernel Settings).
- Increasing the sample rate can also be effective.
In the case of very complex light scenes, it may not be possible to remove all hot pixels. This is where a hot pixel remover tool (or something equivalent) would be used post-render. Following the steps lined out above should still isolate the issue to just a few artefacts. In this case, it could be possible to simply get rid of the fireflies outright - hopefully you get the best result possible when following the suggestions provided.
Cheers,
Azen
Fireflies/hot pixels are a a given if you are dealing with complex lighting, reflections, and shininess. Some suggestions:
- You can use the PMC kernel instead of the path tracing kernel. You will be trading off a bit of your rendering speed, but this will diminish fireflies.
- Increase the "roughness" of scene objects where possible.
- If time is of the essence, you can try the direct lighting kernel (with diffuse-only indirect light). You will lose caustics however, so this is not recommended for a final render.
- Manipulating GI Clamp, and Ray Epsilon values, can help with reducing fireflies (found in your Kernel Settings).
- Increasing the sample rate can also be effective.
In the case of very complex light scenes, it may not be possible to remove all hot pixels. This is where a hot pixel remover tool (or something equivalent) would be used post-render. Following the steps lined out above should still isolate the issue to just a few artefacts. In this case, it could be possible to simply get rid of the fireflies outright - hopefully you get the best result possible when following the suggestions provided.
Cheers,
Azen
Solved
Thank you all of yours commend .I try some thing and founded my problem .
1. in kernel setting " Ray epsion " value must up to zero .if this value very high glass material turns black . i set this value 0,01 and see some noise and flicker gone .
2. glass object problem : in 3dsmax all glass object use with shell modifier .this achive render time and no flicker

1. in kernel setting " Ray epsion " value must up to zero .if this value very high glass material turns black . i set this value 0,01 and see some noise and flicker gone .
2. glass object problem : in 3dsmax all glass object use with shell modifier .this achive render time and no flicker