noise in dark areas

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steveps3
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Joined: Sat Aug 21, 2010 4:07 pm
Location: England

I've noticed that Octane really doesn't do dark very well (or at least not in my renders). Even at 16k samples, there is still a lot of noise in partially lit areas of my renders. Is there anything I can do to reduce this effect and will this be improved in v6?

Here is a quick WIP example.
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bedroom3.jpg
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
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vanlicht
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Location: Los Angeles

I am curious about this too. See if there's a way to handle dark scene more efficiently.
It's especially critical for high contrast/ dramatic style shots, say film-noir look would benefit from the improvement.
Any suggestion of work-around would be much appreicated.

Best,
Thomas
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
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steveps3
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hmm, ok, nobody can help?
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
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kubo
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to my understanding pathtracing (the algorithm, not just octane's) is not too efficient with indirect lighting, like in your case, the light is blocked by the lampshade, since for now light doesn't go thru transparent materials, so the actual lighting is almost indirect in the whole room. This will be solved once RLT (or not MLT) is here, in v6, in all cases, and in particular in your scene when light travels thru trasparent materials.
Only thing that bothers me in your image is the small bedside lamp's lighting should be smooth, at least in my images it is the case with v5. It might be too many polys is the emmitter?
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
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steveps3
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I used a low poly uv sphere as my emitter. Similar to the one that you can see on the ceiling light. I can certainly try using a cube or someone like that.

I really have high expectations of v6 now :-)
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
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