Maksym Mikhalov

MikhalovMaksym

About Me

専門知識
Animator
業界:
Design  | Film/TV  | Gamedev

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LOCATION
kiev, Ukraine
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Houdini Engine

ADVANCED
Animation

Availability

I am available for Freelance Work

Recent Forum Posts

Heavy noise when using emissive volume lighting in Karma 2025年12月24日6:58

I eventually solved the noisy gloss issue with SSS, but honestly — it took a lot more time and experiments than I expected.

I’m sharing this mainly for anyone who might run into the same problem.

What I found:

Gloss becomes very noisy when combined with SSS, especially if there are volumes (fire/smoke) and an Area Light in the scene.

Simply increasing samples doesn’t really fix it — the noise is not random, it’s structural.

What finally worked for me:

I render the fire in a separate pass, without any SSS geometry in the scene.

SSS is rendered separately (matte).

I use the same Area Light, but:

drive its intensity/exposure from a SOP-based driver

read a detail attribute from the simulation

feed that value directly into the light parameters

The light reacts to the fire animation, but the volume itself is not present in the SSS render.

Result:

gloss noise is gone

SSS becomes stable

the lighting still feels alive

no need for extreme sample counts or unreasonable render times

From my experience, the main issue is the combination of SSS + glossy + volume, not just “insufficient sampling”.
After going through many tests, it became clear that proper pass separation solves more than endlessly tweaking quality settings.

Heavy noise when using emissive volume lighting in Karma 2025年12月22日20:10

tamte
MikhalovMaksym
Is heavy noise in Beauty and SSS expected behavior when using emissive fire or candle flames as light sources in Karma?
MikhalovMaksym
Are emissive volumes sampled differently compared to standard lights?
Yes, it is expected to be noisier when illuminated just from emission

Since emissive volumes and surfaces illuminate scene just when randomly hit by indirect samples

MikhalovMaksym
Is there a recommended workflow for SSS materials lit by emissive fire?
If you are using 21 Id suggest using Geometry Light to turn your fire volume into a properly sampled light

Thanks for the suggestion.
I tried using a Geometry Light driven by the fire volume as you described. While it definitely helps compared to pure emissive lighting, the SSS component is still very noisy in my case, especially with a small candle-scale source.

After some testing, I ended up using a different approach: I keep the fire purely visual and use a regular Area Light as the actual light source for the scene. To preserve the natural flickering and gradual fading of the flame, I drive the Area Light intensity from the fire simulation itself (for example using reduced temperature values), so the light still flickers and dies out exactly like the fire.

This gives me much more stable SSS while keeping the temporal behavior of the flame believable.

One question still remains open for me though: the Refraction pass appears to be very noisy regardless of lighting setup or sampling settings. Even with stable lighting and higher samples, refraction seems to remain noisy. I’m not sure if this is expected behavior in this type of setup or if there’s something specific I might be missing there.

Heavy noise when using emissive volume lighting in Karma 2025年12月22日10:36

Thanks a lot for the explanation, that makes sense now.
I didn’t fully realize that emissive volumes are only contributing via indirect hits, which explains the noise I’m seeing.
I really appreciate the clarification.
I’ll try the Geometry Light approach you suggested and will report back after some tests.