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Found 3 results

  1. Hi All. I have been doing some renders of this car I've been modeling, and I'm working on some detail shots of the wheels, but I'm getting really bad noise in the glossy reflections of the rims. Here are some examples http://i.imgur.com/5Th5vAo.png Here is a render http://i.imgur.com/H997NZx.png here is the rawreflection pass. This is the only pass that has the noise, so I know it's a reflection problem. http://i.imgur.com/45dLZZ0.jpg Here is the sample rate I also did a test of more generic objects to see what's going on: http://i.imgur.com/BqGFrEi.jpg some shapes, no noise. http://i.imgur.com/1sP90Ns.jpg reflection pass http://i.imgur.com/GORJA5U.jpg samplerate As you can see, the generic objects are fine, but the rims get a lot of noise, and in very specific areas, and for some reason those areas are not getting enough rays. My only thought could be that those areas might be ones where secondary rays are doing a lot of bounces back and forth between the object itself. The settings for the render of the tire was using universal settings and took about 48 hours. I cranked the subdivs of the material up to 512 and that didn't make much difference. I did a lot of research on mental ray and the Adaptive DMC sampler, so I know how that works, so I thought I'd try the other approach and lower the image sampler from max 128 to max 8, 16, 32, and 64, while upping the glossy subdivs to 64,128, 256, and 512. I also tried upping the lights to 64, 128, and 512. In most of these cases the results were even worse than the universal settings, but they at least were much faster. I even tried setting the max depth of the glossy material to 1 and as high as 512. No matter what I try I am consistently getting noise in those areas and cannot fix it. After doing that test it seems like it must be something to do with the complexity of the object, but I cannot figure out how to solve this problem. Any help or advice would be greatly appreciated.
  2. Hi everyone I would like to know if someone could give me some advice with regard to Denoiser and glossy and transparent surfaces Why do these squares appear when denoiser is used? See the images attached The first one is without denoiser and the second with denoiser I really appreciate any kind of help My best regards Archi
  3. I've attached an image of the view in question along with snapshots of my "High-Quality" render settings. I'm having difficulty reducing noise, particularly on dark objects with glossy reflections. As you can see the rest of the scene is quite clean thanks to the boost in Image Sampler Settings (Max Subdivs = 6) and a reduction in the Noise Threshold (0.005) My problem is that the window frame (and even the side of the couch) is quite noisy. I've attempted lowering my noise threshold to 0.001, as well as increasing my image sampler subdivisions to 12 without noticeable improvement. The material settings for my window frame are: (2,2,2) diffuse colour (0.7) glossy reflections w/ 32 subdivisions I also tried boosting the frame's material's subdivisions to 128, and the noise actually got worse; the contrast between the light and dark pixels increased! I did a test with the Global subdivs multiplier cranked to 4; the results were better but the rendering time was exponentially longer, and the frame was still noisy. I am using a Vray Dome to light my scene, and I've already cranked it's subdivisions to 32. This reduced the overall noise in the scene, but the frame remains a problem. I'm not sure how to fix this? Edit: I just realized the image uploader adds quite a bit of compression. The noise is much more noticeable on the original image.
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