Hi octaners,
i have huge problem, this is result after 10 hours rendering on 2xgtx 480. There is a lot of noise everywhere. Is it normal?
I use 6 blackbodies and physical sky. Is it possible that problem is on mesh blackbodies which are touching with glossy materials inside of lights?
Mirror material is < 1 in specular channel.
Do anybody has similar problem? I saw a lot of results, with mesh light but without noise. (concrete villa by enrico atd.)
Could any body hepl me please? I need to solve this problem as soon as possible.
thanks a lot.
cheers Jan
BATHROOM..PLEASE HELP
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If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
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- jan kudelasek
- Posts: 189
- Joined: Thu May 13, 2010 3:25 pm
- Contact:
W7 / Quad Core Xeon E5405 / 24G / Asus ENGTX 480, 580 / http://www.allcity.cz / https://www.facebook.com/pages/Allcity/ ... e=bookmark
can you maybe give a bit more information about your lights/luminaires ?
Maybe a wireframe of shaded GL screenshot to show how the emitter geometry is made, it could be related to a proximity/intersection problem, or hiding your emitters behind another surface...
Radiance
Maybe a wireframe of shaded GL screenshot to show how the emitter geometry is made, it could be related to a proximity/intersection problem, or hiding your emitters behind another surface...
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Try to lower the bounces on the pathtracing to 7 or 8 and try to render using glossy materials as less as possible. For example I get a lot of hot pixels if i use a complex mesh for light emitting and/or if i use a reflective material on the fixture.
In other words, you have to reduce the caustis reflections as much as posible.
Daylight causes a lot of hot pixels at the moment so blurred HDRI for lighting a daylight scene is advised.
Another trick i use is to put all materials as a diffuse and from there try to add up the glossy and specular materials, if you suddenly get hot pixels you
ll know which material its giving you trouble and you can try to modify it to solve the problem.
Hopefully it get solved this way.
In other words, you have to reduce the caustis reflections as much as posible.
Daylight causes a lot of hot pixels at the moment so blurred HDRI for lighting a daylight scene is advised.
Another trick i use is to put all materials as a diffuse and from there try to add up the glossy and specular materials, if you suddenly get hot pixels you
ll know which material its giving you trouble and you can try to modify it to solve the problem.
Hopefully it get solved this way.

Antec 300 Casing/Windows 7 ultimate 64/i7 920/ ASUS p6T/ 6GB RAM/ Sparkle GTX470 1.2GB & Asus GeForce 8800GTs 512mb
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
Interesting.
I'm having a similar problem, fireflies everywhere!
I think it started happening when I switch hdrs for different lighting, but I'll do some more testing.
Strangely though, it's happening even with the clay render mode which is all diffuse, isn't it?
I've been working around it by rendering at 4k resolution using the 2 pass "darken mode" trick, but I would love to be able to get even better quality in the same time.
I'm having a similar problem, fireflies everywhere!
I think it started happening when I switch hdrs for different lighting, but I'll do some more testing.
Strangely though, it's happening even with the clay render mode which is all diffuse, isn't it?
I've been working around it by rendering at 4k resolution using the 2 pass "darken mode" trick, but I would love to be able to get even better quality in the same time.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
So...
It's the HDR that someone linked from Moofe a few days ago.
Is there something wrong with them? They have 2 versions, one "color corrected" and one not. Here's an example of both, just swapping out the environment image...
White environment: Moofe hdr normal Moofe hdr "color corrected" Non-moofe hdr, something I had laying around.
So what could be up with the images that would cause that much of a problem? All the ones I grabbed from Moofe do it.
It's the HDR that someone linked from Moofe a few days ago.
Is there something wrong with them? They have 2 versions, one "color corrected" and one not. Here's an example of both, just swapping out the environment image...
White environment: Moofe hdr normal Moofe hdr "color corrected" Non-moofe hdr, something I had laying around.
So what could be up with the images that would cause that much of a problem? All the ones I grabbed from Moofe do it.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
hdris with high contrast or very bright spots does produce fireflies... lowering the gamma (washing the contrast away) of the hdri map does help
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
- jan kudelasek
- Posts: 189
- Joined: Thu May 13, 2010 3:25 pm
- Contact:
Tanks all for comments.
I´m going to try some tests. I will post the results.
cheers Jan
I´m going to try some tests. I will post the results.
cheers Jan
W7 / Quad Core Xeon E5405 / 24G / Asus ENGTX 480, 580 / http://www.allcity.cz / https://www.facebook.com/pages/Allcity/ ... e=bookmark
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
Proupin wrote:hdris with high contrast or very bright spots does produce fireflies... lowering the gamma (washing the contrast away) of the hdri map does help
Does that mean I cannot get hard shadows from an hdri? I have been using several that have a very high float value for the sun itself. It kind of simulates mixing the daylight system with it's hard shadows with the benefits of using an hdri for colors/reflections.
Is this not advisable in octane?
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012