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Noisy render

Posted: Mon Jan 30, 2017 10:26 am
by Jackytalpalar
I need to render 40 secs of a living room animation, I'm using Direct lighting and rendering on a GTX 1080 and a couple of GTX 770. After 20 min. per frame in 1280x720 it still renders noise on the ceiling. What can I do?

Re: Noisy render

Posted: Mon Jan 30, 2017 10:33 am
by Lewis
Nothing much you can do beside higher Samples number and more GPU power (to render quicker). Until they add adaptive sampling we will need to use more sample sin general to cleanup noise in some areas which is bad but that's how it is currently.
Maybe you could try noise reduction in post, so isolate just that material (render passes , material ID/layers) of ceiling and then apply NR on just that.

Re: Noisy render

Posted: Mon Jan 30, 2017 12:39 pm
by BorisGoreta
The render is fine, you just need temporal de-noiser and it will be perfect in animation.

Re: Noisy render

Posted: Mon Jan 30, 2017 3:05 pm
by Jackytalpalar
Thanks a lot, guys!

Re: Noisy render

Posted: Mon Jan 30, 2017 4:12 pm
by coilbook
When is adaptive sampling coming out? This feature should ve been part of octane since day one since gpu renders are way noisier than cpu. Thank you.

Re: Noisy render

Posted: Mon Jan 30, 2017 8:48 pm
by Builtdown
I´m pretty sure the small ball lamps near the ceiling are causing the noise. Try adjusting those a little.

You can also render just those problem areas with Limit Region and more samples.

Re: Noisy render

Posted: Tue Jan 31, 2017 7:59 am
by Builtdown
Do you have bump on the ceiling? That also causes noise in my renders.

Re: Noisy render

Posted: Thu Feb 02, 2017 4:16 pm
by Jackytalpalar
No bumps at all, plain white diffuse material :(

Re: Noisy render

Posted: Thu Feb 02, 2017 4:20 pm
by whersmy
Perhaps it`s because of the lightbulbs at the wall. Does the specular glass have "fake shadows" enabled? It could cause more noise if not

Re: Noisy render

Posted: Sun Feb 12, 2017 8:13 pm
by 3dworks
a few things to try out:

1. as in real photography, adding some fill lights help a lot. the easiest way is to use hidden octane area lights pointing to that ceiling region. make sure no strange shadows or reflections are introduced. an on camera light (similar to a continuous video light in real life) can also help sometimes.

2. try pathtracing with a GI clamp set to 100, 10 or even 1, and a caustic blur set at least to 10. this sometimes renders faster than the 'fake' direct lighting and always looks better.

3. check if the lamp emitters are not hitting light directly on bumpy glossy or specular surfaces or are behind transparent materials - as this can introduce noise as well. in general, the smaller the light source, the more noise could be introduced. a trick is to use just a low power emitting material with the "cast illumination" setting disabled to just visualize the light emission and add an invisible, larger geometry or built in octane light as main emitter with much higher power to light the scene.

hope this helps

markus