Still looks pixelated and not clear with noise.

Hello

I made this scene but for some reason its not coming out clear. Do anyone have a idea why?



Vivienne

Hard to diagnose without seeing the file…
But it seems you’re using a few very small, very bright light sources in a large room? That’s in general not a combination Cycles is very competent with.

A standard pathtracing implementation shoots out rays from the camera and lets them bounce until a light source is hit, upon which the total accumulated color is multiplied by the emittance of the light source and added to the framebuffer. The probability of rays hitting small light sources in a large enclosed space is extremely small, making the convergence extremely slow. And multiple importance sampling becomes useless with so many tiny light sources using it.

Cycles is not optimized for scenes like that: Use larger light sources or waaay more samples.

Of course there might be other issues (light materials’ setup, light emitting through glass/transparent planes, etc.), but as I said: without seeing the file that’s all dumb guessing.

Could enable all direct/indirect passes in render layers and see which ones gives the most noise. It’s most likely on indirect passes for glossy and diffuse, maybe try clamping it under sampling. Could also try with less bounces for glossy and diffuse under light paths, with like 1 or 2

I’m going separate the mesh which is the main light source into parts. This should create more light rays.

If it doesn’t work. I’ll upload the .blend somehow so someone can see.

Hello

I posted a link so the .blend file can be looked at. Just if anyone does work on it please contact me if you like to use any part personally or commercially.

As for the lighting I tried segmenting the light in smaller segments. It reduced the noise a little but I’m not sure if I should do it more.

The dropbox link is https://www.dropbox.com/sh/z08n6frw539vwt5/AACxovYDs5jvwR7vQBmaz9TIa?dl=0

The blender dropbox folder is https://www.dropbox.com/sh/z08n6frw539vwt5/AAC541oYZL1B-ty6yCBtP2l_a/Blender?dl=0

Vivienne

Attachments



I uploaded the .blend file on dropbox and also modified the hanger door light but it did not change much. The dropbox is https://www.dropbox.com/sh/z08n6frw539vwt5/AAC541oYZL1B-ty6yCBtP2l_a/Blender?dl=0

I uploaded it meaning the .blend for anyone can see and take a crack at it. I try to avoid clamping usually.

Hello All,

I took the hangar ceiling lamps the lamps and separted from 6 lights to about 18 smaller ones to produce more bounce… Basically more balanced rays.

I’m still have the same problem. At 4096 passes, it should be clearer. The .blend file is at https://www.dropbox.com/s/vmitwfxxpw0hy4y/hanger100cycleslightsetup_dropbox2.blend?dl=0

If it can be rendered faster, I can render a big picture that can be shrinked to catch the details. Additionally, I just want to improve the render time.

Vivienne

Attachments


Hello, All.

I’m doing several tricks to remove the noise and I’m at a lost. As recommended, I changed the materials for recommended fix by Blender Cookie and other tweaks like the multiple samples. It seems I’m no closer to remove noise. I’m trying to avoid clamping.

The dropbox link is https://www.dropbox.com/s/e2wi2xrm8d8ex3o/hanger100cycleslightsetup_dropbox3.blend?dl=0

Vivienne



You mentioned CGC, are too talking about Kents car paint shader?

I tried the following methods

http://cgcookie.com/blender/2013/01/14/reducing-caustic-noise-blender-cycles/
http://cgcookie.com/blender/2013/01/14/reducing-caustic-noise-blender-cycles/

I read http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Reducing_Noise about 10 times to fully understand

I am rendering pink on my end with 2.72, materials not packed?


Anyway, this is 2k samples at 1080p.
Close to what you are getting at 4k and you can scale to 720p to further reduce the noise.
Just a thought.

I have to pack the texture but the noise is better at 2k. Did you change anything? I am uploading the file with packed textures and also placing them in the shared folder.

The textures are located at https://www.dropbox.com/sh/zzvq4ex0686jkvb/AAC9K1zC_Ot1m-MHY7Y2-gXma?dl=0 just in case plus the I saved the file again with the packed texture.

I changed the fresnel settings on the paint material and a couple other small tweaks.
I put in a layer weight node and used the facing output as the factor for the first mix node and the fresnel output for the factor of the second mix node. I also set the roughness of the diffuse shader to .01 and set the second glossy to beckmann.

And I turned off ambient occlusion.

On which material? I think Cycles is having a hard time calculating the bouncing off the main materials because of the glossy shader.

Just the shader on the ship itself.
Once I added the floor material back in I noticed an increase in the noise level again so it may be partially related to the reflection of the the material. I’ll take a look at the other materials and see if I notice anything.

Alright, feeling a bit silly for overcomplicating thing.

Select the light plane and move it out from inside the light fixture.
Turn it up to 10 and you should be nice and clean at 1200 samples.


This is using all the setting in the file as downloaded.

Another sample at 1200 samples.


I’m going rerender it. I moved the main light show just right below the hanger ceiling. So the light can affect the material.
I could possible change it to be transparent to the camera but give light.

So the light affects the glass, and I can still treat it as a material for compositing. It’s quick and dirty but might work to reduce noise