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Sampling rate OctaneLights

Posted: Fri Sep 26, 2014 9:06 am
by fibernaut
Hi fellows

i'm currently working on a winter scene.
log cabin.jpg
Since the render takes quiet some time, i tried to set the max samples as low as possible. In this case a had 3000 with DL Kernel and Diffuse. For the light inside the cabin i set the sampling rate to 10 to let the renderer focus more on the emitting light. Hopefully this is not a faulty reasoning. :oops: But even with 3000 samples i don't get rid of those little spots near the window. Are there any suggestions how to improve the illuminated areas of a render without pushing the max samples to far? Should i take higher values for the lights sampling rate? My initial thoughts was an animation with flickering light from inside the log cabin and falling snow in post, but even with 3 x GTX780 that remains impossible.

Thanks for some thoughts about this ...

Re: Sampling rate OctaneLights

Posted: Fri Sep 26, 2014 9:38 am
by prodviz
Try taking using the 'hot pixel removal'.

Re: Sampling rate OctaneLights

Posted: Fri Sep 26, 2014 9:42 am
by juanjgon
Yes, the "hot pixel removal" tool in the imager node could be useful to remove this noise.

-Juanjo

Re: Sampling rate OctaneLights

Posted: Fri Sep 26, 2014 10:26 am
by fibernaut
Thanks for your response. I'm testing it at the moment.

What is the influence given by the sampling rate value of the light then?

Edit: Hot pixel visibility set to 0 did the trick. Thanks for the hint! :)

Re: Sampling rate OctaneLights

Posted: Fri Sep 26, 2014 2:29 pm
by Builtdown
I would set Hot pixel visibility only to about 30%. The lower the number, the more you lose details in the picture.

If you have hot pixels, render in double resolution and lower the resolution when finished to 50%. It should help also.

Re: Sampling rate OctaneLights

Posted: Sat Sep 27, 2014 1:50 pm
by FrankPooleFloating
Whenever hot pixels are sporadic (less than a hundred or so) and the image is otherwise very clean, I often just retouch them out (clone tool and spot healing in PS) rather than do ridiculously long renders. My math tells me that 5 minutes cleaning by hand is smarter than the beast cooking for many hours.

And region render can work some magic too. There does not appear to be a limit on how small you can draw those regions in F9 RRs. That really has helped - you can draw a tiny box here, watch HPs disappear, draw a tiny box there...

Re: Sampling rate OctaneLights

Posted: Mon Sep 29, 2014 1:56 pm
by fibernaut
Thanks for your advices. I'll check them out.