Octane Specular Noise Problem.

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3danimasyon
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Hello,

I have a problem with specular in Octane. There is a Noise and flick problem.
I am using Direct Light ( I tried other kernel) and increase sampless. But it's not fixed.
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Elvissuperstar007
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path tracing
CI Clump = 1-5
Coherent Ratio 0.3
Filter size 1.0
caustic blur = 0
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paride4331
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Hi 3danimasyon,
Elvissupertar007 is not wrong about path tracing,
Could you share a screenshot about your direct lighting kernel setting?
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Paride
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Goldisart
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1 .wrong material of asphalt . 2 very bright source from the headlights ... ... incorrect parameters material
2016-12-22_15-58-20.png
the problem is not octane is the problem of correct scene settings .. sometimes the scene for octane is harder to configure than you think :)
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paride4331
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About the materials, it's difficult to say without parameters; I think too specular asphalt and maybe too low rughfness;
you could lower Gamma and control bump/normal.
If your whole animation is an External, Pathtracing could be a good way.
However, with good Kernel setting, It possible reduce noise, increase samples without lengthening your calculation time.
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Paride
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oguzbir
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3danimasyon wrote:Hello,
I have a problem with specular in Octane. There is a Noise and flick problem.
I am using Direct Light ( I tried other kernel) and increase sampless. But it's not fixed.
Merhaba 3danimasyon.
You could.
Use PathTracing.
Make sure you set
GI Clamp to 1-5
Set Caustic Blur to 0,5
Most important is that lower headlight material brightness.
More importantly increase headlight emmisive material samples to a higher value like 150 not 1 . You'll then have no fireflies
Set Static noise on
I guess Flickering of Post Glow is because of motion blur. Turn MB off and test.
Asphalt material reflection is a bit high.

If you're going to use Coherent Ratio make sure have enough samples...
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voltaire585
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oguzbir i think you mean turn Static samples off.
One other annoying problem that Octane has is creating different noise graininess when rendering on a farm to different computers with different numbers of GPUs. I still dont think this problem is fixed

Also be careful using bump maps that are bitmaps because if set too high they can produce really grainy noise.
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preciousillusion
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Elvissuperstar007 wrote:path tracing
CI Clump = 1-5
Coherent Ratio 0.3
Filter size 1.0
caustic blur = 0
I would say that Coherent Ratio should be 0 for animations as it' wildly inconsistent across frames and cause a lot of flicker!
coilbook
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there is no fix for secular and bright lights especially DOF. Otoy promised to fix this issue with more samples for secular materials. Hopefully 3.1 will address this problem
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Elvissuperstar007
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preciousillusion wrote:
Elvissuperstar007 wrote:path tracing
CI Clump = 1-5
Coherent Ratio 0.3
Filter size 1.0
caustic blur = 0
I would say that Coherent Ratio should be 0 for animations as it' wildly inconsistent across frames and cause a lot of flicker!
when configuring 0.3 no flicker, tested me several times, and for film and for small tasks
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