Hi all
after some time testing with simple geometry I´d like to get a more complex scene to work with octane. But I am confused since after 7,5h rendering the picture is far from beeing cleared even in uniform non specular areas. Maybe someone could have a look at my specs and at the picture and give some impression whether the times are plausible.
I did the pic on pathtracing kernel and let it render to 64.000 s/px
Cheers,
Rogurt
pic not clearing...
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
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.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
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.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
hm, this is a problematic setup in general; lots of small light sources + environmental light, lots of glossy mats, only one entry for sunlight/env.light. you should have a look at the sample_rate parameter in the emitter, to boost the samples of the smaller lights; pmc and playing with the direct_light_importance may give better results; maybe a reduced maxdepth for better speed, and the use of a portal (normals inwards!) covering the door could also help...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
I'm not sure if that's the case, but try to decrease the hotpixel_removal setting a little.
thank you guys for your advice. I made some testing and maybe you´re interested in the results.
I tried to tweak the kernel settings as to give indirect lighting more processing time and to have more paths evaluated than going too deep into single paths. Next I tried to add portal and further tweak the sampling settings of the spot emitters (IES) on the ceiling.
In short: portal does a really good job - noise of environmental lighting gets reduced quite well
tweaking sampling time of bright spots does the rest - shadows and lighting in according zones are way better (less grainy).
So most of the time I think one can spare the fumbling in the kernel except for the bounce depths..
But see yourself
1 all settings default except for depth=6 alphashadows=off
2 exploration strength from 0.7 to 0.15 -> grainier less fireflies
3 exploration strength from to 1.0 -> more noise and more fireflies than initial setting (0.7)
4 direct light importance set from 0.1 to 0.02 -> again more noise than initial setting and more fireflies
5 simple plane portal used in front of windows -> way less noise
6 tweaked sampling of main Spots in ceiling -> less noise in spot lit areas/shadows
I tried to tweak the kernel settings as to give indirect lighting more processing time and to have more paths evaluated than going too deep into single paths. Next I tried to add portal and further tweak the sampling settings of the spot emitters (IES) on the ceiling.
In short: portal does a really good job - noise of environmental lighting gets reduced quite well
tweaking sampling time of bright spots does the rest - shadows and lighting in according zones are way better (less grainy).
So most of the time I think one can spare the fumbling in the kernel except for the bounce depths..
But see yourself
1 all settings default except for depth=6 alphashadows=off
2 exploration strength from 0.7 to 0.15 -> grainier less fireflies
3 exploration strength from to 1.0 -> more noise and more fireflies than initial setting (0.7)
4 direct light importance set from 0.1 to 0.02 -> again more noise than initial setting and more fireflies
5 simple plane portal used in front of windows -> way less noise
6 tweaked sampling of main Spots in ceiling -> less noise in spot lit areas/shadows
Win7 64bit SP1; i72600k; 8GB Ram; NVidia GTX 560Ti
C4D R13 Studio; Maxwell 2.6; Octane 2.57
C4D R13 Studio; Maxwell 2.6; Octane 2.57
- ribrahomedesign
- Posts: 415
- Joined: Fri Mar 05, 2010 9:32 am
try to render with a 3x higher resolution and then downscale to the size you want ,your picture
will clear much faster
Rico
will clear much faster

Rico
Windows 7 , 64 b / GTX 590 / Archicad 15 , 64 b / Cinema 4D R 13 studio , 64b /Intel(R)Core(TM)Extreme3,20Ghz /always latest Octane.
thanks for the advice. it really shows less noise when calculating for the same time with 3 times resolution than downsampling to original size (PSD standard filter). In addition the picture is remarkably sharper with more details where small dark features stand in front of a very bright background.
So that seems to be a really good thing to do...
I must correct my remarks on test #5. The portal does not seem to give remarkable noise reduction in that scene compared to standard setting (#1). Must have compared it to other pic than #1...
Edit: sample rendering attached
So that seems to be a really good thing to do...
I must correct my remarks on test #5. The portal does not seem to give remarkable noise reduction in that scene compared to standard setting (#1). Must have compared it to other pic than #1...
Edit: sample rendering attached
Win7 64bit SP1; i72600k; 8GB Ram; NVidia GTX 560Ti
C4D R13 Studio; Maxwell 2.6; Octane 2.57
C4D R13 Studio; Maxwell 2.6; Octane 2.57
Edit: Pathtracing was the kernel here.
Thought Pathtracing would be a lot faster. But as it seems after 8.40min the picture is not as consistent as PMC version (compared to test #6). In some areas less noise (shadows on floor) but the fireflies give me some extra time in Photoshop. I already had the hotpixel removal reduced to the lowest value that wont let small picture parts vanish...
Is there some rule of thumb as: in interiour scenes with much indirect lighting pmc is superiour in terms of quality AND speed or the like?
What unbiased kernel do you guy prefer?
Thought Pathtracing would be a lot faster. But as it seems after 8.40min the picture is not as consistent as PMC version (compared to test #6). In some areas less noise (shadows on floor) but the fireflies give me some extra time in Photoshop. I already had the hotpixel removal reduced to the lowest value that wont let small picture parts vanish...
Is there some rule of thumb as: in interiour scenes with much indirect lighting pmc is superiour in terms of quality AND speed or the like?
What unbiased kernel do you guy prefer?
Last edited by Rogurt on Sun Feb 26, 2012 5:34 pm, edited 1 time in total.
Win7 64bit SP1; i72600k; 8GB Ram; NVidia GTX 560Ti
C4D R13 Studio; Maxwell 2.6; Octane 2.57
C4D R13 Studio; Maxwell 2.6; Octane 2.57
For completeness rendered again with direct lighting kernel. Result surprises me. While there´s less noise in indirect lit/shadow areas there are lots of fireflies in the render. Also I thought taht the overall appearance would differ from the two pictures due to completely different kernels. But it´s quite the same.
So the big final conclusion. Drop everthing but PMC? I remain confused.
Any help for orientation appreciated...
Cheers,
Rogurt
Addendum: kept the bounces throughout all different tests/kernels at 6
So the big final conclusion. Drop everthing but PMC? I remain confused.
Any help for orientation appreciated...
Cheers,
Rogurt
Addendum: kept the bounces throughout all different tests/kernels at 6
Win7 64bit SP1; i72600k; 8GB Ram; NVidia GTX 560Ti
C4D R13 Studio; Maxwell 2.6; Octane 2.57
C4D R13 Studio; Maxwell 2.6; Octane 2.57
It depends on the scene. For scenes with a lot of glossy and specular surfaces or with lots of light sources PMC will work the best. For scenes with simpler lighting path tracing may work better.Rogurt wrote:For completeness rendered again with direct lighting kernel. Result surprises me. While there´s less noise in indirect lit/shadow areas there are lots of fireflies in the render. Also I thought taht the overall appearance would differ from the two pictures due to completely different kernels. But it´s quite the same.
So the big final conclusion. Drop everthing but PMC? I remain confused.
Any help for orientation appreciated...
Cheers,
Rogurt
--
Roeland
Hmmm, I'm wondering what kind lights your using. I was having the same problems with my scene until I scaled down the IES emitters. sharpened the lights and dramatically reduced the noise emitted.
Intel Core i7 CPU 6850K @ 3.60GHz 128.0 GB Ram / Win 10 64 bit / 1x GeForce RTX 3080