Noisy render
Moderator: juanjgon
- Jackytalpalar
- Posts: 17
- Joined: Thu Jul 24, 2014 7:54 am
Nothing much you can do beside higher Samples number and more GPU power (to render quicker). Until they add adaptive sampling we will need to use more sample sin general to cleanup noise in some areas which is bad but that's how it is currently.
Maybe you could try noise reduction in post, so isolate just that material (render passes , material ID/layers) of ceiling and then apply NR on just that.
Maybe you could try noise reduction in post, so isolate just that material (render passes , material ID/layers) of ceiling and then apply NR on just that.
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
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The render is fine, you just need temporal de-noiser and it will be perfect in animation.
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- Jackytalpalar
- Posts: 17
- Joined: Thu Jul 24, 2014 7:54 am
No bumps at all, plain white diffuse material 

Perhaps it`s because of the lightbulbs at the wall. Does the specular glass have "fake shadows" enabled? It could cause more noise if not
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x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
a few things to try out:
1. as in real photography, adding some fill lights help a lot. the easiest way is to use hidden octane area lights pointing to that ceiling region. make sure no strange shadows or reflections are introduced. an on camera light (similar to a continuous video light in real life) can also help sometimes.
2. try pathtracing with a GI clamp set to 100, 10 or even 1, and a caustic blur set at least to 10. this sometimes renders faster than the 'fake' direct lighting and always looks better.
3. check if the lamp emitters are not hitting light directly on bumpy glossy or specular surfaces or are behind transparent materials - as this can introduce noise as well. in general, the smaller the light source, the more noise could be introduced. a trick is to use just a low power emitting material with the "cast illumination" setting disabled to just visualize the light emission and add an invisible, larger geometry or built in octane light as main emitter with much higher power to light the scene.
hope this helps
markus
1. as in real photography, adding some fill lights help a lot. the easiest way is to use hidden octane area lights pointing to that ceiling region. make sure no strange shadows or reflections are introduced. an on camera light (similar to a continuous video light in real life) can also help sometimes.
2. try pathtracing with a GI clamp set to 100, 10 or even 1, and a caustic blur set at least to 10. this sometimes renders faster than the 'fake' direct lighting and always looks better.
3. check if the lamp emitters are not hitting light directly on bumpy glossy or specular surfaces or are behind transparent materials - as this can introduce noise as well. in general, the smaller the light source, the more noise could be introduced. a trick is to use just a low power emitting material with the "cast illumination" setting disabled to just visualize the light emission and add an invisible, larger geometry or built in octane light as main emitter with much higher power to light the scene.
hope this helps
markus
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