Page 1 of 2
Octane Specular Noise Problem.
Posted: Thu Dec 22, 2016 11:22 am
by 3danimasyon
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.
Re: Octane Specular Noise Problem.
Posted: Thu Dec 22, 2016 11:34 am
by Elvissuperstar007
path tracing
CI Clump = 1-5
Coherent Ratio 0.3
Filter size 1.0
caustic blur = 0
Re: Octane Specular Noise Problem.
Posted: Thu Dec 22, 2016 11:48 am
by paride4331
Hi 3danimasyon,
Elvissupertar007 is not wrong about path tracing,
Could you share a screenshot about your direct lighting kernel setting?
Regards
Paride
Re: Octane Specular Noise Problem.
Posted: Thu Dec 22, 2016 12:52 pm
by Goldisart
1 .wrong material of asphalt . 2 very bright source from the headlights ... ... incorrect parameters material
the problem is not octane is the problem of correct scene settings .. sometimes the scene for octane is harder to configure than you think

Re: Octane Specular Noise Problem.
Posted: Thu Dec 22, 2016 4:02 pm
by paride4331
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.
Regards
Paride
Re: Octane Specular Noise Problem.
Posted: Thu Dec 22, 2016 4:22 pm
by oguzbir
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...
Re: Octane Specular Noise Problem.
Posted: Tue Jan 03, 2017 5:47 am
by voltaire585
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.
Re: Octane Specular Noise Problem.
Posted: Tue Jan 03, 2017 2:46 pm
by preciousillusion
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!
Re: Octane Specular Noise Problem.
Posted: Sat Jan 07, 2017 11:18 pm
by coilbook
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
Re: Octane Specular Noise Problem.
Posted: Sun Jan 08, 2017 10:53 pm
by Elvissuperstar007
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