Thanks for all advices and articles, it is definitely useful to understand the main principles of rendering in 3d. I will try to still play around with the settings and delve into the topic, if I manage to change something, I will publish the result here. Maybe this will help someone with a similar problemelsksa wrote:It looks "clean enough". It's either a matter of subtle tweaking or gentle denoising.In case of uncertainty: https://youtu.be/dHTnaYjj3g4almsdesign wrote:I set adaptive sampling according to noise map, so I think this parameter is right.You are not bothering us at all. That is what this forum is for.almsdesign wrote: I'm sorry if I bored you, I just have this problem often and I would like to understand if I can do something about it
Slightly off topic: this is highly recommended.
Dept of Field noise
Moderators: ChrisHekman, aoktar
- almsdesign
- Posts: 11
- Joined: Wed Apr 28, 2021 8:08 am
- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
Can we see the HDRI you are using?
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
- almsdesign
- Posts: 11
- Joined: Wed Apr 28, 2021 8:08 am
I'm using this one from polyhaven in 4k resolution https://polyhaven.com/a/studio_small_09jayroth2020 wrote:Can we see the HDRI you are using?
As a side note, it could easily be all done without an HDRI.almsdesign wrote:I'm using this one from polyhaven in 4k resolution https://polyhaven.com/a/studio_small_09jayroth2020 wrote:Can we see the HDRI you are using?
Studio lighting is actually best without it. Much more lighting and sampling control. It is night and day.
If you are not in a rush, I could guide you to reproduce a similar lighting setup in "3D" (without an HDRI).
- almsdesign
- Posts: 11
- Joined: Wed Apr 28, 2021 8:08 am
No, I'm not using bokeh map.elsksa wrote:As a side note, it could easily be all done without an HDRI.almsdesign wrote:I'm using this one from polyhaven in 4k resolution https://polyhaven.com/a/studio_small_09jayroth2020 wrote:Can we see the HDRI you are using?
Studio lighting is actually best without it. Much more lighting and sampling control. It is night and day.
If you are not in a rush, I could guide you to reproduce a similar lighting setup in "3D" (without an HDRI).
In this scene I'm using hdri for reflections mostly, but also to brighten dark places a little. But I really want to improve my skills and make more professional renders, so I will be really grateful if you can do this!! :)
- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
I recommend that you blur the HDRI, especially given how you are choosing to use it. High frequency details in the image can contribute to noise. Blurring the image can reduce those artifacts, yet still give you the illumination you prefer. Affinity Photo is a good (and free) option here...
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
- almsdesign
- Posts: 11
- Joined: Wed Apr 28, 2021 8:08 am
Thank you for the answer, I've tried to blur hdri and also remove it to check if it is a source of the problem, but noise is still here. I don't know, is it possible to share the project file? Maybe I'm missing something :(jayroth2020 wrote:I recommend that you blur the HDRI, especially given how you are choosing to use it. High frequency details in the image can contribute to noise. Blurring the image can reduce those artifacts, yet still give you the illumination you prefer. Affinity Photo is a good (and free) option here...
Just to throw in my 2 cents, can I ask where this image is going to be used? I ask, because I would consider the amount of noise in the image to be below the level you would get from a real world photograph.
If this is a frame from an animation, then this grain level is far below the level that h264 video encoding will capture
If this image is for print, then the grain is below what most print processes will be able to resolve.
If this is for screen, then jpg compression will remove most of this noise.
As for removing it, make use of the adaptive sampling preview. when rendering to the live view, click the "noise" tab on the bottom of the window to show a green and grey image. Green areas are parts of the image that octane is no longer rendering because it considers them clean enough. Grey areas are still being rendered to improve their quality. If your DOF areas are green, then that means octane gave up rendering them because it considers them clean enough adding more samples wont do anything because the rendering in this area stopped already. If this is the case, you need to lower your noise threshold to make octane resume rendering these ares. Your adaptive noise threshold is currently 0.03 which is a very high quality. To make it even higher, drop this to 0.02 or 0.01.
ps. I find 4x4 "group pixels" tends to give better results overall, ive yet to find a case where the other 2 options are faster or higher quality.
If this is a frame from an animation, then this grain level is far below the level that h264 video encoding will capture
If this image is for print, then the grain is below what most print processes will be able to resolve.
If this is for screen, then jpg compression will remove most of this noise.
As for removing it, make use of the adaptive sampling preview. when rendering to the live view, click the "noise" tab on the bottom of the window to show a green and grey image. Green areas are parts of the image that octane is no longer rendering because it considers them clean enough. Grey areas are still being rendered to improve their quality. If your DOF areas are green, then that means octane gave up rendering them because it considers them clean enough adding more samples wont do anything because the rendering in this area stopped already. If this is the case, you need to lower your noise threshold to make octane resume rendering these ares. Your adaptive noise threshold is currently 0.03 which is a very high quality. To make it even higher, drop this to 0.02 or 0.01.
ps. I find 4x4 "group pixels" tends to give better results overall, ive yet to find a case where the other 2 options are faster or higher quality.