Thanks MartybNz!
I had been looking at this but was hoping for a solution within Mantra.
But thank you very much for the explaination of how to set this up very handy!
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Technical Discussion » PBR Specular Roughness Noise
- Tav
- 6 posts
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Technical Discussion » PBR Specular Roughness Noise
- Tav
- 6 posts
- Offline
Yeah that was what I had found but the scene I actually need to render is hugely complex and has hundreds of bits of geo like this so as you can imagine having 16x16 pixel samples is very expentive being about 10 hours or more a frame.
If anyone else has any tricks to get around this they would be greatly appreceated.
If anyone else has any tricks to get around this they would be greatly appreceated.
Technical Discussion » PBR Specular Roughness Noise
- Tav
- 6 posts
- Offline
Also here is a render. Had to zip it as i don't seem to be able to attach an exr but you should get the same thing hitting render on the scene file anyway
Technical Discussion » PBR Specular Roughness Noise
- Tav
- 6 posts
- Offline
Technical Discussion » PBR Specular Roughness Noise
- Tav
- 6 posts
- Offline
Thanks for the replies!
I have tried with a point light a point with a spot cone a grid and a grid with spot cone and all seem to have the same result.
I notice if i turn off motion blur it seems to clear up much better than with it on.
I will make an example scene when I get home to demonstrate this better but the color limit unfortunately does not really help in this senario.
Also the noise is in direct spec only and there is no indirect in the scene, and there are no HDRIs being used.
I have tried chaning the variance and samples on the direct from anywhere between
min 1 max 256 variance 0.002
to
min 10 max 256 variance 0.002
But u found this did not seem to affect the noise at all where as the pixel samples did.
I will post a render and example scene once i'm home tonight to give a clearer example
I have tried with a point light a point with a spot cone a grid and a grid with spot cone and all seem to have the same result.
I notice if i turn off motion blur it seems to clear up much better than with it on.
I will make an example scene when I get home to demonstrate this better but the color limit unfortunately does not really help in this senario.
Also the noise is in direct spec only and there is no indirect in the scene, and there are no HDRIs being used.
I have tried chaning the variance and samples on the direct from anywhere between
min 1 max 256 variance 0.002
to
min 10 max 256 variance 0.002
But u found this did not seem to affect the noise at all where as the pixel samples did.
I will post a render and example scene once i'm home tonight to give a clearer example
Technical Discussion » PBR Specular Roughness Noise
- Tav
- 6 posts
- Offline
Hi there
I have been having some trouble rendering out some objects with PBR that has a fairly high specular roughness of 0.4
The render always comes out very noisy in the specular aov. I am able to reduce this somewhat by setting pixel samples to very high values such as 15 x 15 but even this still seems to not totally eliminate the problem. Also when I have high motion blur the problem seems to be exacerbated.
I have looked at Min Reflection Ratio as another solution other than samples but this seems to offer not better result.
Has anyone else experienced problems rendering out objects like this? and have you found any solution other than setting high pixel samples?
Cheers
Tav
I have been having some trouble rendering out some objects with PBR that has a fairly high specular roughness of 0.4
The render always comes out very noisy in the specular aov. I am able to reduce this somewhat by setting pixel samples to very high values such as 15 x 15 but even this still seems to not totally eliminate the problem. Also when I have high motion blur the problem seems to be exacerbated.
I have looked at Min Reflection Ratio as another solution other than samples but this seems to offer not better result.
Has anyone else experienced problems rendering out objects like this? and have you found any solution other than setting high pixel samples?
Cheers
Tav
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