hi
I am using the octane render for interior design development..
I need pathtracing + pmc optimizations for faster scene preview and final render ...
my problem white dots in some areas...
Actually takes very logn because of white dots on Pmc and pathtracing engine..
I make my interior scene faster..
does anybody know the optimizations and solve the white dots problem?
What are the best options for interior ligting calculation?
my setup (quadro 7000+ 2 x gtx 480)
speed up the interior scenes.And white dots problem.
- elwisoroarke
- Posts: 54
- Joined: Wed Mar 07, 2012 5:41 am
Check your glossy / reflective materials settings. Nothing should be pure 255, 255, 255 white, or too reflective. Both of these can contribute to "fireflies" & longer light calculations to try & resolve the hotspots. You can also try the hotspot removal tool, but pay attention to how that affects your image sharpness.
Win7|i7Quad @2.9hz|16gb|GTX 470
"I've seen the future & it will be, I've seen the future & it works"
"3 things cannot be long hidden: the moon, the sun, & the truth"
"Light glorifies everything...light is everything.”
"I've seen the future & it will be, I've seen the future & it works"
"3 things cannot be long hidden: the moon, the sun, & the truth"
"Light glorifies everything...light is everything.”
Direct Light (sun) will produce strong caustics, therefore fireflies (if the scene/client allows it, use an hdri). Use Light Portals when possible, and remove any non-visible walls so more natural light comes in. You can try Direct Light kernel, it is fast and looks as good sometimes.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
- candemirdesign
- Posts: 34
- Joined: Sat Feb 11, 2012 1:14 pm
Octane render need more improment on interior scenes..
Its still extremely slow and so noisy...
Its still extremely slow and so noisy...
pluss don't use very small emiters or high poly emiters =) one more tip that might b useful for You.
@candemirdesign - see You don't even know what You are talking about, Do You? instal Vray and try bruteforce the interioir scene with caustics, depth of field etc running on high end cpu - That is SLOW. What You get from Octane i probably one of the fastest physicaly acurate result on the market.
@candemirdesign - see You don't even know what You are talking about, Do You? instal Vray and try bruteforce the interioir scene with caustics, depth of field etc running on high end cpu - That is SLOW. What You get from Octane i probably one of the fastest physicaly acurate result on the market.
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
Radiance had mentioned a while back that they will plan to implement bidirectional Pathtracing to improve the rendering of interior scenes vastly. According to image below it could possibly be 2 to 3x the speed of regular pathtracing.
example

example

- candemirdesign
- Posts: 34
- Joined: Sat Feb 11, 2012 1:14 pm
how can i set up bi directional
on octane render?
on octane render?
They "plan" to implement it, it is not currently possible.
If you have windows in your scene, it might be possible to remove the window glass completely, which has saved me some firefly problems in the past, while speeding up the render time. this might not always be a good idea, but it depends on the scene.
biggest cause of fireflys is too many glossy materials or white materials being too white. Check those first.
If you have windows in your scene, it might be possible to remove the window glass completely, which has saved me some firefly problems in the past, while speeding up the render time. this might not always be a good idea, but it depends on the scene.
biggest cause of fireflys is too many glossy materials or white materials being too white. Check those first.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
To my experience in interiors I follow some rules:
1. Never use glass materials in the windows. Instead of that, make the emmiters (best solution) or make them portals.
2. If you don´t have complicated materials, such as complex speculars and the like, or you don´t need caustics, etc... use DL instead of PT. If you set DL to a Diffuse GI, your results will be as good as pt or even pmc in a fraction of time.
3. If you have sources of light in the scene... use them. Don´t put lamps in the room to not turning them on. The more light sources, the better the light is spreaded, and the less grain/fireflies you will get.
4. If you just need to see two walls in your final render... then don´t make the others. Even don´t make a ceiling if you don´t need it. Put an hdri as environment, make the window an emitter, and nobody will can tell if there is walls/ceiling or not.
1. Never use glass materials in the windows. Instead of that, make the emmiters (best solution) or make them portals.
2. If you don´t have complicated materials, such as complex speculars and the like, or you don´t need caustics, etc... use DL instead of PT. If you set DL to a Diffuse GI, your results will be as good as pt or even pmc in a fraction of time.
3. If you have sources of light in the scene... use them. Don´t put lamps in the room to not turning them on. The more light sources, the better the light is spreaded, and the less grain/fireflies you will get.
4. If you just need to see two walls in your final render... then don´t make the others. Even don´t make a ceiling if you don´t need it. Put an hdri as environment, make the window an emitter, and nobody will can tell if there is walls/ceiling or not.