Hey all, I'm attempting to render a scene with a speaker for my portfolio, and I'm encountering a lot of specular noise on the metal surfaces. I've been facing this issue since I started using Octane and haven't found a solution yet. In some cases, I don't have any noise, but in most scenes with glossy surfaces, the same problem persists.
I'm rendering with 1000 samples and the denoiser enabled. Disabling the denoiser yields the same result. Static noise is enabled. It appears that the issue stems from the displacement and normal maps I'm using for this knurl-like speaker mesh. When I turn off displacement, the noise disappears. Thus, the problem seems to be related to the light sources and the bouncing highlights on top of each knurl. The speaker is illuminated by a small light source coming from the left. When I increase the size of the light source, most of the noise disappears, but I lose some details. As a result, I would prefer to use a smaller light source."
I've tried nearly every Octane setting at this point to eliminate the noise, but nothing has helped me resolve this issue.
Octane C4D Specular Noise Problem
Moderators: ChrisHekman, aoktar
Hi,
Screen-grabs or temporarily uploaded video as unlisted would be ideal. Optimizations occur at many levels. Here’s a few pages that may help Sampling Guides make sure to check the recommended and associated linked pages.
Screen-grabs or temporarily uploaded video as unlisted would be ideal. Optimizations occur at many levels. Here’s a few pages that may help Sampling Guides make sure to check the recommended and associated linked pages.
Hey, thanks for the reply. I posted the video in the first post's attachment. Here is another link:elsksa wrote:Hi,
Screen-grabs or temporarily uploaded video as unlisted would be ideal. Optimizations occur at many levels. Here’s a few pages that may help Sampling Guides make sure to check the recommended and associated linked pages.
Displacement at that scale seems like overkill, requiring an insane number of polygons to avoid this kind of weirdness. Have you tried using a normal map instead? I think you will get much better results.
Animation Technical Director - Washington DC
Thanks for the replies. I tried using just a normal map, but it didn't give enough details. So, I made the light source bigger and changed the angle a bit. That got rid of a lot of the noise. I think my light source was just too small and didn't work well with displacement in the surface.