Hi Paride,
Why is octane so bad with night scenes that have lights. No matter how long I render I still have noise and black pixels.
Can this be fixed?
I tried messing with sampling nothing works. Is octane just not good at lots of lights at night? Thanks
The image attached is after 50k samples
I wish devs remove sampling rate or make a new way for nights scenes with lots of lights. It's the biggest pain. What if you have 100s of lights and tweaking all these rates is a nightmare. (At least add a global parameter - reset all lightsampling rates to 1)
Also reflection of lights in specular textures especially with DOF is the worst. Pure noise. Honestly octane has the worst quality when it comes down to multiple lights at night or light reflection with DOF
Night time artifacts
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What works for me, but I`m not doing night animations often:
- caustic blur - 1
- GI clamp to around 2000 or less (check to see the difference with say 100)
- Enabling AI light + denoiser
- Making sure adaptive sampling isn`t messing anything up (expected exposure should be correct)
- Never have 0 roughness or full white material
- Specular materials with 'fake shadows'.
- I always put sampling rate up to max
But most of the time the GI clamp does work wonders!
Greets
- caustic blur - 1
- GI clamp to around 2000 or less (check to see the difference with say 100)
- Enabling AI light + denoiser
- Making sure adaptive sampling isn`t messing anything up (expected exposure should be correct)
- Never have 0 roughness or full white material
- Specular materials with 'fake shadows'.
- I always put sampling rate up to max
But most of the time the GI clamp does work wonders!
Greets
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
Thank you! AI light did help. Unfortunately we use AO so no GI otherwise render times will be so much higherwhersmy wrote:What works for me, but I`m not doing night animations often:
- caustic blur - 1
- GI clamp to around 2000 or less (check to see the difference with say 100)
- Enabling AI light + denoiser
- Making sure adaptive sampling isn`t messing anything up (expected exposure should be correct)
- Never have 0 roughness or full white material
- Specular materials with 'fake shadows'.
- I always put sampling rate up to max
But most of the time the GI clamp does work wonders!
Greets
Light and reflections for octane is still a tough problem to solve on a large scale
Cool!
I would say with scenes like this that 'Adaptive sampling' would help a lot also, is that enabled?
I would say with scenes like this that 'Adaptive sampling' would help a lot also, is that enabled?
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
whersmy wrote:Cool!
I would say with scenes like this that 'Adaptive sampling' would help a lot also, is that enabled?
Yes. I think to get a clean image will have to render at 500k samples or more. For osme reason octane struggles with lots of lights and light reflections. We need at least a feature to give more samples to reflected lights
In dark environment, I found bepeg4d's comment in this post helps a lot:
viewtopic.php?f=9&t=60549&p=309888&hili ... 2A#p309888
not sure if your case related,just FYR.
viewtopic.php?f=9&t=60549&p=309888&hili ... 2A#p309888
not sure if your case related,just FYR.
Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti
- paride4331
- Posts: 3809
- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,
could you try to reduce specular, bump or normal map (road material)
Any emitters inside other objects?
viewtopic.php?f=27&t=60648&p=310376#p310376
Regards
Paride
could you try to reduce specular, bump or normal map (road material)
Any emitters inside other objects?
viewtopic.php?f=27&t=60648&p=310376#p310376
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
paride4331 wrote:Hi coilbook,
could you try to reduce specular, bump or normal map (road material)
Any emitters inside other objects?
viewtopic.php?f=27&t=60648&p=310376#p310376
Regards
Paride
Hi Paride,
I tried it doesn't work much. Do you know by any chance why there are pure black pixels like in the iamge above or the one I attached? is it missing data? It was rendering for 50,000 samples
UPDATE:
I noticed it happens a lot when two or more lights shine at the same point (surface)
Thanks