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noise and stains problems
Posted: Tue Jul 06, 2010 7:24 pm
by lw_render
ciao
i hope no problem the monitor stamp.
I tried the solution on the forum But
I Do not Understand.
can i remove stains?
or expect a solution in other octane version
ciaooooo
Re: noise and stains problems
Posted: Tue Jul 06, 2010 7:29 pm
by lw_render
sorry
my images are the glass property
and render property
maxdeth 20 i understand or more!
is it correct?
ciao
Re: noise and stains problems
Posted: Wed Jul 07, 2010 10:56 am
by kubo
well, the glass setup looks good, just the IOR (index) should be 1.45, besides that nothing wrong with it.
I'm not quite sure what you mean by "stains" and for the time being I'm restraining to give an improper not pg-13 answer
About the white pixels, that can be solved using either Radiance technique
http://www.refractivesoftware.com/forum ... f=21&t=878 or Kivig nice tool
http://www.refractivesoftware.com/forum ... =21&t=2597.
The fireflies have been explained before, check the forum, and with the oncoming 2.3 will have a nice way of killing them all! go MLT, go!

Re: noise and stains problems
Posted: Wed Jul 07, 2010 11:48 am
by radiance
kubo wrote:well, the glass setup looks good, just the IOR (index) should be 1.45, besides that nothing wrong with it.
I'm not quite sure what you mean by "stains" and for the time being I'm restraining to give an improper not pg-13 answer
About the white pixels, that can be solved using either Radiance technique
http://www.refractivesoftware.com/forum ... f=21&t=878 or Kivig nice tool
http://www.refractivesoftware.com/forum ... =21&t=2597.
The fireflies have been explained before, check the forum, and with the oncoming 2.3 will have a nice way of killing them all! go MLT, go!

The fireflies are a normal side effect of unbiased rendering, they are reflective or refractive caustics.
We're working on new algorithms in the next version that will solve this as it will compute these caustics better.
There are indeed several techniques to get rid of them using the current octane beta 2.2, as pointed to by kubo above
Radiance