DOF specular noise

Unreal® Engine Integrated Plugin

Moderator: ChrisHekman

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crackfox
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i am having hard time with noise in the specular highlights amplified by the dof.
i tried cranking up the samples, which is a bummer because the whole scenes needs pretty low samplecount to look alright, but nothing helps.
hotpix removal cant reach it either but it helps a bit. adaptive sampling makes no difference apparently.

there are a quite a few older posts in different dcc subfori, but i just cant find any solution to fix this.

the size of sun or it intensity isnt excessive, the material is a plain metallic shader,

not sure if its an octane issue or a plugin one...
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james_conkle
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I've had this happen before and would love to hear an answer besides high sample rate. In the past I've just turned on adaptive sampling of course and used the de-noise feature but occasionally that'll leave artifacts on those spectacular highlights and animations.
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crackfox
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thanks for reporting in james.

lets hope we get an official word for a fix.
cranking up samples is not really a viable solution at all.
the issue is becoming a bit of a showstoppper for me.
musab.almarri
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Why not do dof in post ? , you can record scene depth pass instead
crackfox
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doing it in post is really not an option except in very limited scenarios.

it introduces artefacts on the edges of objects for instance when the figure is standing against a background that is out of focus.
overlapping objects of any sort are a problem.

one could render out in separate planes (front, middle, back) and composite them, but that is not really a viable solution that.
ChrisHekman
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crackfox wrote:doing it in post is really not an option except in very limited scenarios.

it introduces artefacts on the edges of objects for instance when the figure is standing against a background that is out of focus.
overlapping objects of any sort are a problem.

one could render out in separate planes (front, middle, back) and composite them, but that is not really a viable solution that.

Could you show an example?
This is something that happens only with the unreal plugin? or does octane have issues with this in general?
crackfox
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hi chris,

this last comment was referring to the advice to do the dof in post. in my experience it doesnt really work with overlapping values.

i just noticed that its sometimes hard to get rid of noise in very reflective (metal) dof areas when rendering with unreal...
this is more a general issue, i will get in touch with support when i stumble upon it again.
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