+1Goldisart wrote:caustic - a sore point very slowly it is possible to make a fake without a detailed calculation as in the de Iray render
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https://youtu.be/JwQUU0knPhY
tell me will is work on optimization of caustics ?
OctaneRender™ Standalone 3.06 TEST 4
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- Elvissuperstar007
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win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
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coilbook wrote:vijay_thirukonda wrote:Sorry, This cannot be done. Ideally, we have to restart if expected exposure is changed.coilbook wrote:exposure in Imager don't forget to also lower the "expected exposure" in Adaptive sampling.
can we get a sync check box next to as exposure not to forget to sync it to camera exposure
does it mean if my camera exposure is set to 6, for example, I should set AS exposure to 6
or AS exposure means how fast direct lit areas are done
It is very hard to understand without visual comparison, samples what the exposure is for.
Please see bellow
" It seems that areas that are directly lit should get a separate noise threshold I think.
Because 0.1- 0.2 is more than enough for direct lit areas but indirectly lit areas especially dark interiors would need around 0.04 or less.
But right now if we set it to 0.03 we waste a lot of time waiting for direct lit areas to reach their noise levels even though they look done way before the system colors them green.
But if we set to 0.1 - 0.2 direct lit areas looks fine but indirect still look grainy because system uses one threshold for both direct and indirect.
Thanks
Isn't this in some way connected with exposure settings? Just guessing...
Maybe because it's related with engine core, it would be better to check all these things in standalone - cause 3ds max is TEST 3 - which is one step behind, Standalone is TEST 4 for now."
Hi,
In a complex scene, dark areas with no direct light will never reach the noise threshold, even after quite high samples the noise estimate is very high. This is why we need expected exposure settings to figure out black and grey pixels. We use this reduce the noise estimate and stop sampling of these pixels at some point, kind of similar to what you are asking for and also due to artifacts we use this to increase min adaptive samples for the dark region. Noise pass will show you how the exposure settings affect the noise estimate.
Thanks
Vijay
Hi Elvissuperstar007 and Goldisart,Elvissuperstar007 wrote:+1Goldisart wrote:caustic - a sore point very slowly it is possible to make a fake without a detailed calculation as in the de Iray render
////////////////////////////////////
https://youtu.be/JwQUU0knPhY
tell me will is work on optimization of caustics ?
as always, is not so easy what are your needs exactly, at least for me

Do you need to remove the coustics?
In general, you can cut the coustics with kernel parameters in PT and PMC, while in Direct Light there is no coustics calculation.
Do you mind to share an example orbx scene to better understand which settings are you using?
ciao beppe
- Elvissuperstar007
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Octane Motion Blur Issues
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Here is an example. What to do to avoid noise?bepeg4d wrote: Hi Elvissuperstar007 and Goldisart,
as always, is not so easy what are your needs exactly, at least for me
Do you need to remove the coustics?
In general, you can cut the coustics with kernel parameters in PT and PMC, while in Direct Light there is no coustics calculation.
Do you mind to share an example orbx scene to better understand which settings are you using?
ciao beppe
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
Do you get the same noise levels if you increase the resolution of your sphere's geometry?mikinik wrote:Here is an example. What to do to avoid noise?bepeg4d wrote: Hi Elvissuperstar007 and Goldisart,
as always, is not so easy what are your needs exactly, at least for me
Do you need to remove the coustics?
In general, you can cut the coustics with kernel parameters in PT and PMC, while in Direct Light there is no coustics calculation.
Do you mind to share an example orbx scene to better understand which settings are you using?
ciao beppe
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
Hey there,
I tried texturebaking together with adaptive sampling. When i wanted to view the noisemap i got a bluescreen. I tried that again. This time no bluescreen but a lot of cuda errors (719). Maybe adaptive sampling isn't supposed to work with AS. But then there should be a warning
edit: I added a sample file
I tried texturebaking together with adaptive sampling. When i wanted to view the noisemap i got a bluescreen. I tried that again. This time no bluescreen but a lot of cuda errors (719). Maybe adaptive sampling isn't supposed to work with AS. But then there should be a warning
edit: I added a sample file
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mojave , that helped a little. but the noise is still there.
orbx - https://www.dropbox.com/s/8t18y3tcgf5md ... .orbx?dl=0
You can remove the restriction on max.samples? For what purpose this restricted?orbx - https://www.dropbox.com/s/8t18y3tcgf5md ... .orbx?dl=0
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
i hope octane 3.1 or 4 will deal with noise in volumes. it is almost impossible to have clean fog, volume light or like volume caustics in the post above. cpu renderers definitely render them cleaner and noise free. Why cannot we also have fake volume lights like 3ds max default renderer has?