Hi!
I have serarched and read here and there but still cannot get a decent solution for this... so here I am asking if there's some further trick to avoid huge hotpixels/firefly in night interior scenes with emitters.
I apologize for what is probably the n-th thread on this subject and the lack of image (it's a WIP for a client I cannot show at the moment.
scene: a simple interior with a dining table with chairs and stuff (not too much). 3 hanging lights (emitters) and 3 emitting cubes laying on the table (as they were candle lights). the room is wide open, i.e. I have floor, ceiling and back wall with the other 3 walls missing.
environment: I tried both with a floattexture with very low powre and daylight at 22pm
materials: I removed any unnecessary glossy and bumpmap, there's no glass
emitters: texture emission using a kind of softbox image with shaded borders. I tried a bunch of combination of power, etc. at no avail (usually I'm able to get a decent result playing with these values but not in absence of a proper env light as now). I also tried with IES but I can't say I totally get how they work in Octane yet (saw the video tutorial, simply cannot see how different settings change the light in the scene)
kernel: tried both PT and PMC
hotpixel: removal set to 0 (usually I don't need to go that low...)
thanks for any advice, just a newbie in Octane yet...
cheers,
Alessandro
best settings for interior night shots with emitters
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- SurfingAlien
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- SurfingAlien
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- Joined: Thu Jan 21, 2010 12:05 am
- Location: Italy
self reply...
ouch, I forgot my "simple" cube emitters actually had 54 quads each and 3 levels of subD applied! lowering their emission to a min (to keep the "emissive" look) and replacing with 6 "ghost" cubes as real emitters solved most of the problems! I was able to set up some more glossy mats too...
BTW, don't know when it has been implemented (been away for a while) but changing maxsamples and not having to restart the cooking is a huge step forward, thanks a lot for that Refractive team!
ouch, I forgot my "simple" cube emitters actually had 54 quads each and 3 levels of subD applied! lowering their emission to a min (to keep the "emissive" look) and replacing with 6 "ghost" cubes as real emitters solved most of the problems! I was able to set up some more glossy mats too...
BTW, don't know when it has been implemented (been away for a while) but changing maxsamples and not having to restart the cooking is a huge step forward, thanks a lot for that Refractive team!
MacBookPro unibody 2x2.4GHz | 4Gb | 9400M+9600GT 256Mb | OSX 10.6.8
i7 2600-K @3.4GHz | 8Gb | GTX560Ti 2Gb | Windows7x64 | Octane 1.0 b2.52
i7 2600-K @3.4GHz | 8Gb | GTX560Ti 2Gb | Windows7x64 | Octane 1.0 b2.52