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...
DOF specular noise
Moderator: ChrisHekman
- 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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- musab.almarri
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Why not do dof in post ? , you can record scene depth pass instead
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.
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?
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.
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.