Reduce Noise - 16000 samples

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

Hey everyone,

Maybe this is more of a general octane question, but since I am using Modo Octane I figured I would try here first. But I have some 360 panos I am rendering at 12000 x 6000 res. But no matter what I do, I can't get rid of the noise on the ceiling. I posted pictures of my render settings and a section of my results. I basically get the same results if I render 2000 samples or in this case 16000 samples!! It took 12 hours over night with 4 slaves including the host computer. So I am sure I maxed out samples long ago, but was willing to try anything.

Luckily I have some time to get this right, and update it on the clients end. But I want to learn what is going on, and why, and is it even possible to get noise free?

Thanks!
Attachments
RenderSettings.JPG
Noised.PNG
Denoised.PNG
Win 10, Threadripper Pro, Dual 3090s
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whersmy
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I would switch to PT to about 8 till 16 and use the GI clamp to see what happens if you set it to around 100-2000. What I find handy is decreasing the value a lot without compromising too much on quality. Also you can use AI Light + Caustic blur at 1, which helps a lot.
Are your emitters sampling enough? I always increase it till max if needed. Also Coherent ratio to about 0,5 max helps heaps. Parallel samples set to 32 increases memory size, but a lot of the times it does render faster. Lastly, I see adaptive sampling is on, but not configured right. Would set the noise treshold to about 0.070, and link the expected exposure to your imager exposure. Now it is 0, which is not correct.

Let us know how it works out! I also struggle some times with those corners or spots..sometimes it`s possible to manually have it removed with region render, but that means checking the render every so often.
Octane 2022.1.1 nv535.98

x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090

Octane Render experiments - ♩ ♪ ♫ ♬
LFedit
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Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

Thank you for the detailed response. I will give that a go. I just struggle so much with all the settings, not really my cup of tea, but I NEED to learn them. I remember thats why I switched from modos biased render for octane, not only for speed but less settings.

I will let you know how it goes. Thanks again
Win 10, Threadripper Pro, Dual 3090s
LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

Well its better. And didn't take as long to render. This is at 3000 samples path tracing, which took about 8 hours on my 2 x 2070 Supers.

Any ideas to improve it even further? Not sure what you meant by Are your emitters sampling enough? That was the only thing I didnt change to what you said.

Thanks again for the help!
Attachments
Settings2.PNG
Denoised2.PNG
Noised2.PNG
Win 10, Threadripper Pro, Dual 3090s
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whersmy
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Joined: Thu Aug 30, 2012 7:40 am

LFedit wrote:Well its better. And didn't take as long to render. This is at 3000 samples path tracing, which took about 8 hours on my 2 x 2070 Supers.

Any ideas to improve it even further? Not sure what you meant by Are your emitters sampling enough? That was the only thing I didnt change to what you said.

Thanks again for the help!
You can increase the sampling rate and the emission tab to max. 10000. At default its set to 1. Also I would increase Path term power to 1, but that setting I have not tested fully yet.
You could still decrease the GI clamp, if the image still looks good. Maybe start at 100.

Also: make sure that if a light does not need to cast shadows onto objects, that you untick 'cast shadows'. and let it sample out maybe a hundres samples or so.
And lastly it`s important to check if there are any specular objects in the scene. Light that goes through specular objects is compute intense. 'Fake shadows' in the specular material helps a bit.

Finally, the emitters should be as low poly as possible..!

Greets!
Octane 2022.1.1 nv535.98

x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090

Octane Render experiments - ♩ ♪ ♫ ♬
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face_off
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Check the "If the issue is regarding noise in renders:" in the link on my signature on this message, particularly the points on GI Clamp and Path Termination Power.

Thanks

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

Here is version 4. I am still getting that weird artifacting above the drop downs. The specular cleaned up nice though on the actual drop downs themselves..

Is there any way to clean this up the rest of the way? I took everything into consideration that was mentioned and read what was in your signature. Is there still a setting that is sticking out that could be changed? Its frustrating because I really don't care about time. I care about quality. We have 10 nodes with about 30 graphics cards if I need them.

Thanks again for the help though!!!
Attachments
Version4Settings.PNG
Version4_Noised.PNG
Version4_Denoised.PNG
Win 10, Threadripper Pro, Dual 3090s
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face_off
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I suggest progressing this issue in the general Octane forum where you are more likely to get a response that fixes your issue.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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bepeg4d
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Hi,
about complex emission and noise, please have a look at these discussions here:
viewtopic.php?f=23&t=52982&p=266457&hil ... er#p266457
viewtopic.php?f=30&t=67076&p=337289&hil ... se#p337289

You should need to increase the Filter size in the Kernel, to remove the jangling on the emitters.

ciao Beppe
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