grain in the blender cycles renders.

Noved1Noved1 Posts: 160
edited August 2013 in New Users

hello! i have been exporting DAZ studio scenes into blender, using the MCJteleblender cycles tool from the forums, and it has made amazing results and all, but i can't find figure out how some of these artists reduce this pesky grain! its as if blender did not finish rendering. is there away i can tell blender to keep the render going? or reduce this grain in any way? how do these pro's i see using cycles do it? -----thank you for your time.

Post edited by Noved1 on

Comments

  • jonas_haag9jonas_haag9 Posts: 0
    edited December 1969

    I have had the same problem, i googled around and found some tutorials but in the end the same answer i get is increase samples.. But my grain/noise is still there not as much as before but still there. Myself I prefer Daz, its perhaps not as powerful as Blender but its enough for me and its way easier...

  • Noved1Noved1 Posts: 160
    edited August 2013

    yep, i just read that in order to remove most of the grain, the samples have to be increased to around 3-5 hundred, or even a few thousand...i just really love having the physics and liquid simulation that is in blender. for water, blood, smoke and such....i would pay cold hard cash for ragdoll and liquid physics in daz studio....maybe sometime in the future.

    Post edited by Noved1 on
  • mCasualmCasual Posts: 4,607
    edited August 2013

    a big factor is how large the sources of light are

    if you have an outdoor scene where the light comes from everywhere

    using a world-environment background,

    then the renders are less grainy, for the same number of samples

    if you have in interior scene with no windows and only a few lights, then it takes a whole lot of samples to get rid of the graininess


    if i'm not mistaken it's because the rendering process shoots light rays from the light sources, lets them bounce around the room, and eventually the light illuminates your subjects - when the light comes from a sky-dome-image (World-environment) , a lot of light rays have better chances of hitting your subjects

    --

    the image below used only 240 samples and took 1 minute to render with a GTS450 GPU ( not the fastest card )

    the Light Paths setting was a bit too high, normally i set it to "full global illumination" and i bring all the parameters marked "128" down to 32 and i turn caustics off and i change "bounces min" from 3 to 4 ... this gets good results

    when i want good renders i set the number of samples to 1000, but for animations i keep it below 240

    --
    the World Environment ( background ) comes from http://www.hdrlabs.com/sibl/archive.html

    with a world environment you dont need other lights in the scene, the light comes from this image which is like pasted onto a sky sphere

    which also explains why Aiko has no shadows on the ground, there's no ground she's in a giant sphere-photo

    you can also see i tweaked the "vector" settings to bring Aiko on top of the stone

    nottoograiny.jpg
    1280 x 720 - 240K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited August 2013

    for this image, the screen-wall has an emissive material with a strength of 1

    the world-environment is gray, and contributes light all over the scene ( there's no walls no ceilings

    this too is a 240 samples render

    secondlites.jpg
    1280 x 720 - 81K
    alsogood.jpg
    1280 x 720 - 124K
    Post edited by mCasual on
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