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.
interior and white point
Moderator: juanjgon
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?
Pc laptop | Corei7 at 2.8GHz | 16GB | GeForce GTX 980M 8 GB | 240 GB SSD | 500 GB 7200 Rpm| Windows 8.1 pro 64 |
It looks goodgigi 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?

-Juanjo
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 !!!
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 |
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
-Juanjo
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.
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.
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
-Juanjo