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Re: Bathroom

Posted: Sun Nov 02, 2014 4:52 pm
by aoktar
good work, but render time is to much. Do you need caustics? If not, you should set caustic blur=1. Caustic blur=0 will causes much reflected fireflys and need more time to denoise whole image.

Also, you should try "coherent mode". It's a algoritm to distribute gpu cores better to clean faster.

Re: Bathroom

Posted: Sun Nov 02, 2014 5:51 pm
by sean60274
aoktar wrote:good work, but render time is to much. Do you need caustics? If not, you should set caustic blur=1. Caustic blur=0 will causes much reflected fireflys and need more time to denoise whole image.

Also, you should try "coherent mode". It's a algoritm to distribute gpu cores better to clean faster.
Thanks a lot. I'll give it a try next time :mrgreen:

Re: Bathroom

Posted: Sun Nov 02, 2014 6:24 pm
by RobSteady
aoktar wrote:you should set caustic blur=1. Caustic blur=0 will causes much reflected fireflys and need more time to denoise whole image
Good to know. Are there any other tips for rendertime improvements? For example I've read something about to set opacity to "texture" instead of 1.

And what is the best way to set up the path. term. power for interiors with a basic light situation (sun or hdri, a few openings for windows)? I still didn't get how this works exactly... With 1 it clears bright areas faster and with 0 dark areas?

Re: Bathroom

Posted: Sun Nov 02, 2014 6:49 pm
by aoktar
RobSteady wrote:
aoktar wrote:you should set caustic blur=1. Caustic blur=0 will causes much reflected fireflys and need more time to denoise whole image
Good to know. Are there any other tips for rendertime improvements? For example I've read something about to set opacity to "texture" instead of 1.

And what is the best way to set up the path. term. power for interiors with a basic light situation (sun or hdri, a few openings for windows)? I still didn't get how this works exactly... With 1 it clears bright areas faster and with 0 dark areas?
gi_clamp is a good parameter to break the rare raybounces which has high energy. For ex. reflected ray which comes from a sunlight or a bright emission.

For light sources or emissive surfaces:
-use bigger surfaces or don't put it behind a transparent material.
-Don't intersect with a geometry.
-Try to balance samplings of emissions.
-Don't use complex geometry.
-Try to use some helper emissions for dark areas and tweak output via camera imager parameters.

-Also high specular values can cause fireflys on some situations.

-Don't use much saturated colors and textures. You need good textures which has not extra lighting information.

-Also i prefer to do general illumination under clay mode to be sure lighting is working well. Later change to textured mode to see texture colors are not strange.


Btw, "path. term. power" is new paramter and still mysterious for me.

Re: Bathroom

Posted: Sun Nov 02, 2014 7:28 pm
by smicha
aoktar wrote:Btw, "path. term. power" is new paramter and still mysterious for me.
In PT mode path. term. power = 0 is the slowest but gives much better results in shadows - less noise. 1 is the fastest but in shadows the noise will be more visible, even if you render for longer time. So sometimes it is worth setting it to 0 and wait longer but shadows are smooth.

Re: Bathroom

Posted: Sun Nov 02, 2014 7:34 pm
by aoktar
smicha wrote:
aoktar wrote:Btw, "path. term. power" is new paramter and still mysterious for me.
In PT mode path. term. power = 0 is the slowest but gives much better results in shadows - less noise. 1 is the fastest but in shadows the noise will be more visible, even if you render for longer time. So sometimes it is worth setting it to 0 and wait longer but shadows are smooth.
thanks for that. Should compare the results to understand that how much times takes for similar noise levels.

Re: Bathroom

Posted: Mon Nov 03, 2014 4:48 am
by Seekerfinder
A few gems here... Thanks guys.

Seeker