interior and white point

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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gigi
Licensed Customer
Posts: 40
Joined: Thu Mar 07, 2013 11:11 am

Hello, I have a problem with a scene. I can not remove white point. I enclose scene and settings. Which parameters can I intervene?
I noticed that the problem is so important when I insert the bump! It 'really so? Or is it just my feeling?
Thank you very much from now.
Attachments
render01 impostazioni.jpg
render01.jpg
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Builtdown
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Joined: Thu Sep 04, 2014 2:21 pm

Have you set the Hot Pixel Visibility to about 20-30%?

You could also try "Dust and Scratches"-filter in Photoshop.
gigi
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Posts: 40
Joined: Thu Mar 07, 2013 11:11 am

thanks of info, where I find these parameters? just drop in the office I check !!
Pc laptop | Corei7 at 2.8GHz | 16GB | GeForce GTX 980M 8 GB | 240 GB SSD | 500 GB 7200 Rpm| Windows 8.1 pro 64 |
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juanjgon
Octane Plugin Developer
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Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

gigi wrote:thanks of info, where I find these parameters? just drop in the office I check !!
The hot pixel visibility parameter is in the render target imager node.

-Juanjo
gigi
Licensed Customer
Posts: 40
Joined: Thu Mar 07, 2013 11:11 am

Hello Juan, what do you think of this solution? I set hot pixel visibility at 20%. The hot pixel visibility is a kind of post production? if I were to bring the value to 0 what means in terms of quality?
Attachments
render02.jpg
Pc laptop | Corei7 at 2.8GHz | 16GB | GeForce GTX 980M 8 GB | 240 GB SSD | 500 GB 7200 Rpm| Windows 8.1 pro 64 |
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juanjgon
Octane Plugin Developer
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Joined: Tue Jan 19, 2010 12:01 pm
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gigi wrote:Hello Juan, what do you think of this solution? I set hot pixel visibility at 20%. The hot pixel visibility is a kind of post production? if I were to bring the value to 0 what means in terms of quality?
It looks good ;) ... Yes, the hot pixel visibility is a post filter to remove the fireflies rendered due to the unbiased nature of Octane. Usually is not a good idea to use less than the 20% because you can begin to degrade some fine details in the image.

-Juanjo
gigi
Licensed Customer
Posts: 40
Joined: Thu Mar 07, 2013 11:11 am

Jaun hello, thanks for your reply! I noticed that the problem is finally solved! what I might do? I should increase the number of sampless? currently the value is 2000 or alternatively I can speak with some other command?
Thanks again for your support !!!
Pc laptop | Corei7 at 2.8GHz | 16GB | GeForce GTX 980M 8 GB | 240 GB SSD | 500 GB 7200 Rpm| Windows 8.1 pro 64 |
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juanjgon
Octane Plugin Developer
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Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Usually 2000 samples can be enough for the DOF, MB and antialising effects in an image, but the problem is always the noise. Some scenes are rendered noise free with 2000 samples or even less, but other scenes are going to need more samples to avoid the noise problems.

-Juanjo
Builtdown
Licensed Customer
Posts: 216
Joined: Thu Sep 04, 2014 2:21 pm

Hi,

I was working on a scene. I´d like to use texture emission for lights (easy to set) but the hot pixel problem ruins the scenes. I made a test where I changed the emission polygons to Octane lights. It was way better. Why is that? I thought the emissive polygons should work the same as Octane lights?

Emissive polys create also nice glares. Why doesn´t the Octane lights do the same?

Below you can see test pictures. The Octane lights-picture has lights at the same positions as the emissive polys and the size is also the same. I used Path tracing and both have the same amount of samples.
Attachments
Light_test_emission.jpg
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Good question, the Octane lights are only polygons built at render time with the texture or blackbody emission nodes attached to their materials. Perhaps Octane works better if the light emitters are built using a lot of objects with few polygons each than with only one object with a lot of polygons.

-Juanjo
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