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Re: Grainy image... :-(
Posted: Fri Jun 21, 2013 11:25 am
by madcoo
Thanks for your advice.
This image will probably be worked on some more in the next few weeks, since the customer wants to change / add some stuff about it.
And I have other interior renders of the same kind to do (the other rooms in the chalet), so your advice will sure come in handy
I'll keep you updated, cheers and thanks again !
M.
Re: Grainy image... :-(
Posted: Sun Jun 23, 2013 7:49 pm
by Reality4
Hi madcoo,
I have the same trouble with multiple interior lights.
It seems Octane is not able to handle them well. As opposed to an HDRI or OctaneSun environment that render brillantly.
I discussed this in my topic here:
http://render.otoy.com/forum/viewtopic.php?f=9&t=32273
Maybe it helps...
Re: Grainy image... :-(
Posted: Mon Jun 24, 2013 8:11 am
by madcoo
Thanks Reality4, I read your topic and indeed there is some helpful info that I could use.
I love OctaneRender and have been using it for years now, but I have to admit that I'm thinking about switching to VRay for indoor scenes with lights, as Octane has got lots of trouble with rendering lightsources...
Thanks for your help !

Re: Grainy image... :-(
Posted: Mon Jun 24, 2013 9:01 am
by sdwhitton
Another thing I have done in the past is render the ambient pass in Octane
then camera-mapped this image back onto the geometry and rendered out a lighting pass using Vray
kinda works, same as before, black environment etc
Re: Grainy image... :-(
Posted: Mon Jun 24, 2013 9:43 am
by madcoo
Thanks for that tip!
Indeed applying the rendered image without light to the whole geometry (flat "face-to-camera" UV-map?), then re-rendering it with lights is not a bad idea!
I'll try that too !
Thanks !
Re: Grainy image... :-(
Posted: Mon Jun 24, 2013 12:03 pm
by sdwhitton
yep, you need the original camera of course (with no lens shift in Octane), and also you have to match the exact resolution of the rendered image
what I do is xref the original geometry into a new file, merge in the original camera, then add lights etc, and in VRay, use a global override material, with its diffuse map set to be the rendered ambient png or whatever from Octane, using the 'camera map per pixel' map... play around with the exposure etc - this way, you can still 'batch' everything to render overnight
downside is you don't get the feature 'lights' or feature lighting reflected into anything shiny, and any bloom or glare from Octane
I guess you could do a third render with a shiny reflective material override, if you really needed this, and then generate a mask for anything chrome or glass etc, etc
bit fiddly...
other downside is you can't use an lens shift in octane, otherwise, you'd never be able to match the camera in Max, so for your classic interior shot with vertical shift, you have to render the whole thing with the horizon in the middle, if this makes sense, crop it all later in PSD
If you were really thinking of going back to VRay, could maybe check out Corona also?
Re: Grainy image... :-(
Posted: Mon Jun 24, 2013 12:34 pm
by sdwhitton
this isn't directly related, but shows the general idea hopefully - although this was all done in Octane
with the camera mapped method, forgot to mention you should probably do an ambient render just lit with a white environment, so its all neutral to begin with, and use that as your camera mapped image for your lighting pass.. could be rendered half res I guess..
Re: Grainy image... :-(
Posted: Mon Jun 24, 2013 1:00 pm
by juanjgon
I am working with Neat Image photoshop plugin to reduce the noise and it works really fine.
-Juanjo
Re: Grainy image... :-(
Posted: Mon Jun 24, 2013 4:30 pm
by madcoo
Thanks for the detailed explanation !
Looks great indeed !
