close up glass = noise
Posted: Tue Nov 08, 2022 12:45 pm
Hii
I ve got to do a very close up shot with a very thick glass and guess what : noise
I ve tried to play and match settings from different posts but it seems that there is no clear way to speed up rendering.
When you look at the first image with the glass activated, it looks like there s a halo on the green/white. I cant figured out where that come from, no roughness on the glass shader and no post effects. it could be a clue to figured out the noise.
My lighting : octane plane light with a gobo texture. Before that i had an hdri. With/without textures, that doesnt seem to change anything for render times.
I d like to keep caustics with PT kernel.
Also, the glass mesh has the exact same topology on the front and back, so no weird distortion. Perfect normals.
I use a lot redshift but i wanted to again give a try with octane for a better realistic look : it works great on distant shot but here on close up i m a bit stuck. The rendering time could be fatale.
Any clues ?
Cheers
I ve got to do a very close up shot with a very thick glass and guess what : noise
I ve tried to play and match settings from different posts but it seems that there is no clear way to speed up rendering.
When you look at the first image with the glass activated, it looks like there s a halo on the green/white. I cant figured out where that come from, no roughness on the glass shader and no post effects. it could be a clue to figured out the noise.
My lighting : octane plane light with a gobo texture. Before that i had an hdri. With/without textures, that doesnt seem to change anything for render times.
I d like to keep caustics with PT kernel.
Also, the glass mesh has the exact same topology on the front and back, so no weird distortion. Perfect normals.
I use a lot redshift but i wanted to again give a try with octane for a better realistic look : it works great on distant shot but here on close up i m a bit stuck. The rendering time could be fatale.
Any clues ?
Cheers