Can someone please tell me what I am doing wrong with lighting? I can’t get a clean render in doors to save my life.
I have no roof on this room and the studio HDRI 10 above at a power of 1, so it lights up most of this room form above.
I have a plane primitive in front of the girl, 15 cm at a 40 power blackbodies and 2 sphere primitives behind/above her at 60 power black body.
I also have all of the props in this room (see top of screen shot) with lights created by their mesh on low 10 power, this light is going though glass.
7000 passes 40 minutes and there is noise all over her where direct light is not on her. I don’t understand why I need a light blasting on the skin surface to get this cleared up? I set up the render parameters per many threads on this forum, GI clamp 10, path term way low etc…
I tried lowering the lights to 10 power and it’s just too dark despite cranking up the exposure and the noise in hard to reach places is 100X worse.
This is the Redspec skin shader and I am not sur eif this is my challenge although I have had nice success in the past the majority of noise is on the skin surface.
Im so frustrated I am going to look at other render engines this week as I seem to stugle with this constantly unless I use HDRI outdoor lighting.
Any help appreciated.
Screen shots:
her feet//legs/left cheek/neck....
http://erotic3dx.com/why/1.png
render settings:
http://erotic3dx.com/why/2016-03-28%202 ... Studio.png
light set up:
http://erotic3dx.com/why/2016-03-28%202 ... 01.duf.png
Help with noise (please)
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The link is not working.
I think you will have a lot of problems having high polygon emitters behind glass. You could try increasing indirect light importance, or make the glass invisible (set opacity to 0), or better still, add some single side planes (or cubes) over the top of the existing lights and set those up as emitters with an opacity of 0 (so they are not seen).
Paul
I think you will have a lot of problems having high polygon emitters behind glass. You could try increasing indirect light importance, or make the glass invisible (set opacity to 0), or better still, add some single side planes (or cubes) over the top of the existing lights and set those up as emitters with an opacity of 0 (so they are not seen).
Paul
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here is a new link, I turned the emitters off with in the glass, I also increased the size of the main lights not behind glass and reduced their power more, still noise galore.... on skin mainly.
http://erotic3dx.com/why/
http://erotic3dx.com/why/
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Win 7 64bit, Titan 6 Gig and GTX770 4Gig, Intel 3.75GHZ, 24Gig RAM, Poser 2014 patched
Win 7 64bit, Titan 6 Gig and GTX770 4Gig, Intel 3.75GHZ, 24Gig RAM, Poser 2014 patched
I may try rendering the scene in Iray, see if the issue is still there.
Also I upgraded the Standalone and the plug in just now and the NVIDA driver , 1000 passes in still no better on legs, face, feet.... if i remove walls and roof it looks perfect with full HDRI around her.
Also I upgraded the Standalone and the plug in just now and the NVIDA driver , 1000 passes in still no better on legs, face, feet.... if i remove walls and roof it looks perfect with full HDRI around her.
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Win 7 64bit, Titan 6 Gig and GTX770 4Gig, Intel 3.75GHZ, 24Gig RAM, Poser 2014 patched
Win 7 64bit, Titan 6 Gig and GTX770 4Gig, Intel 3.75GHZ, 24Gig RAM, Poser 2014 patched
I think there is just not enough light in the scene. Your exposure is 3, yet it's still not that bright. A real camera would take a photo with just as much noise with so little light. Turn the lights up, and trynig setting caustic_blur to 1.
Paul
Paul
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I would suggest the same as Paul.
Your scene really looks like there isn't enough light in it.
At exposure 3 you'd usually have a completely white blown-out scene, with lights correctly placed and set-up.
Try using an HDRi map for lighting your scene more evenly (when indoors, make the walls invisible, which are not visible in your frame)
Your scene really looks like there isn't enough light in it.
At exposure 3 you'd usually have a completely white blown-out scene, with lights correctly placed and set-up.
Try using an HDRi map for lighting your scene more evenly (when indoors, make the walls invisible, which are not visible in your frame)
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
Appreciate the feedback I will add more lights.
Is HDRI the only way to get clean renders? I have not off on this and big windows letting in a fair amount of light form an HDRI, knocking walls down simply makes the entire room to bright to be honest. I loose shadows and lose lighting consistency IMO.
I know HDRI is great for out doors and the render is get are excellent, I am unsure why mesh lighting with this render engine seems difficult when using mesh lights only why it needs HDR support so much? Shouldnt I be abale to leverage HDRI and perhaps portals in windows then leverage mesh lights to get more realistic results?
Is HDRI the only way to get clean renders? I have not off on this and big windows letting in a fair amount of light form an HDRI, knocking walls down simply makes the entire room to bright to be honest. I loose shadows and lose lighting consistency IMO.
I know HDRI is great for out doors and the render is get are excellent, I am unsure why mesh lighting with this render engine seems difficult when using mesh lights only why it needs HDR support so much? Shouldnt I be abale to leverage HDRI and perhaps portals in windows then leverage mesh lights to get more realistic results?
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Win 7 64bit, Titan 6 Gig and GTX770 4Gig, Intel 3.75GHZ, 24Gig RAM, Poser 2014 patched
Win 7 64bit, Titan 6 Gig and GTX770 4Gig, Intel 3.75GHZ, 24Gig RAM, Poser 2014 patched
If the HDR map had the same tiny dim lights, it would produce the same noise. So would a real camera.
Paul
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
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Pls read before submitting a support question
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Pls read before submitting a support question