How to deal with this pretty specific caustics scenario?
Posted: Mon Nov 18, 2019 11:48 pm
Hey!
So I just purchased Octane for Cinema 4D today and so far I'm absolutely loving it! But suffice to say I'm running into some issues I'm not sure how to solve.
Right now I'm working on a project where I'm trying to rig a lamp for product renders and, potentially if I can solve these insane render times, animation. So the situation is this...
The lamp includes 12 RGB light bulbs (represented by area lights in the shape of spheres), these light sources are located under two layers of uneven transparent plastic (example in the posted screenshot). I need caustics flowing through both these layers as that creates the entire function of said lamp.
Problem is, obviously, this is an insane noise trap. I figured I'd have to bump up the render settings a ton to deal with it, but I greatly underestimated just how much. Right now my render time is sitting on well over 3 HOURS(!!!!) for a single frame rendering on a single GTX 1080. I'm considering adding an extra GTX 970 to speed things up, but that won't fix my problem.

This specific render is using the PMC kernel with a max sample count of 10,000, diffuse depth, specular depth and scatter depth all set to 8. Spectral AI Denoiser is enabled in camera imager with default settings, rendering with an alpha for the background. And here's the kicker; IT'S STILL NOISY
So...I've tried seemingly everything. Pathtracing with 1024, 2048, 5000 and 10000 max samples. All far too noisy to be usable for anything, keep in mind this is with denoising. PMC is the only kernel getting anywhere close to usable results, but even that is too noisy for what I want to deliver to clients. How should I deal with this? Is this just a scenario that Octane can't really handle? Or am I missing something? I've tried researching caustics in Octane but I haven't managed to figure it out and deadline is getting close... I may have to switch render engine if I can't figure it out. Help?
So I just purchased Octane for Cinema 4D today and so far I'm absolutely loving it! But suffice to say I'm running into some issues I'm not sure how to solve.
Right now I'm working on a project where I'm trying to rig a lamp for product renders and, potentially if I can solve these insane render times, animation. So the situation is this...
The lamp includes 12 RGB light bulbs (represented by area lights in the shape of spheres), these light sources are located under two layers of uneven transparent plastic (example in the posted screenshot). I need caustics flowing through both these layers as that creates the entire function of said lamp.
Problem is, obviously, this is an insane noise trap. I figured I'd have to bump up the render settings a ton to deal with it, but I greatly underestimated just how much. Right now my render time is sitting on well over 3 HOURS(!!!!) for a single frame rendering on a single GTX 1080. I'm considering adding an extra GTX 970 to speed things up, but that won't fix my problem.

This specific render is using the PMC kernel with a max sample count of 10,000, diffuse depth, specular depth and scatter depth all set to 8. Spectral AI Denoiser is enabled in camera imager with default settings, rendering with an alpha for the background. And here's the kicker; IT'S STILL NOISY
So...I've tried seemingly everything. Pathtracing with 1024, 2048, 5000 and 10000 max samples. All far too noisy to be usable for anything, keep in mind this is with denoising. PMC is the only kernel getting anywhere close to usable results, but even that is too noisy for what I want to deliver to clients. How should I deal with this? Is this just a scenario that Octane can't really handle? Or am I missing something? I've tried researching caustics in Octane but I haven't managed to figure it out and deadline is getting close... I may have to switch render engine if I can't figure it out. Help?
