Walls are the bane of my existence.

xialiubeixialiubei Posts: 71
edited August 2020 in New Users

For some reason, solid colored walls always come out looking grainy and ugly in my renders.  As a complete and total novice, I would appreciate any assistance in this area.  I will include some samples below, along with the settings I used to produce them.

And here is a render of a person just for comparison:

The first picture (of the Enterprise Bridge) was rendered in 3Delight under the following settings:

Bucket size: 16

Max Ray Trace Depth: 4

Pixel Samples (X) and (Y): 32

Shadow Samples: 32

Gain: 1:00

Gamma Correction: off (produces slightly more grain but that's because it shows more details) | On: 2.20 (less grain but also less detailed)

Shading Rate: 0.5

Pixel Filter Width (X) and (Y): both 6.00

 

Anyway, that's it.  I'd really appreciate it if anyone could lend a hand.  I've got thick skin so be honest.  Thanks guys.

Post edited by Chohole on

Comments

  • The second picture shows the most grain.  Click on the image to see it full size.  Basically anywhere you see the biege walls is where it is happening.  For the Enterprise Bridge, the spot behind the Captain's chair is the worse offender, but the small computers in front of the officer's chairs on either side of the Captain's chair also show a bit of grain as well.

  • Sven DullahSven Dullah Posts: 7,621
    edited August 2020

    Your attachments are obviously deleted, so can only comment on the rendersettings and take a guess.

    Max Ray Trace Depth: 4

    Probably overkill in most scenarios, try 2, unless you have several layers of transparency and/or reflective surfaces. 

    Pixel Samples (X) and (Y): 32

    Totally overkill, will only make for very long rendertimes, without any noticeable gain in quality. 8 or 10 is a good number for final renders. If you use very heavy Depth of Field you might want to use 12 or more.

    Shadow Samples: 32

    These control the shadow quality of the DS standard lights. If you use very soft shadows you may need to increase these to 64 or 128, possbly even more.

    Gamma Correction: off (produces slightly more grain but that's because it shows more details) | On: 2.20 (less grain but also less detailed)

    Gamma correction ON with gamma 2.20 is what you should use! This should be the default setting but unfortunately it's not. (Google gamma and linear workflow!) If you still want to use "gamma correction off", set gamma to default 1!

    Shading Rate: 0.5

    The lower you go the more detail you get and the longer render times, 0.5 is a good enough number but may cause some (typically shadow-)artefacts in certain scenarios, 0.2 or 0.1 is good for final renders IMO.

    So, since I can't see any attachments I'm guessing your grain problems could be due to the lighting? Are you using UE2 or AoA ambient? They have their own quality settings. For UE2, raise the occlusion samples, for AoA ambient raise AO samples, possibly lower their shading rate. AoA distant- and spotlights also have their own shadow settings.

    Post edited by Sven Dullah on
  •  

    Your attachments are obviously deleted, so can only comment on the rendersettings and take a guess.

    Max Ray Trace Depth: 4

    Probably overkill in most scenarios, try 2, unless you have several layers of transparency and/or reflective surfaces. 

    Pixel Samples (X) and (Y): 32

    Totally overkill, will only make for very long rendertimes, without any noticeable gain in quality. 8 or 10 is a good number for final renders. If you use very heavy Depth of Field you might want to use 12 or more.

    Shadow Samples: 32

    These control the shadow quality of the DS standard lights. If you use very soft shadows you may need to increase these to 64 or 128, possbly even more.

    Gamma Correction: off (produces slightly more grain but that's because it shows more details) | On: 2.20 (less grain but also less detailed)

    Gamma correction ON with gamma 2.20 is what you should use! This should be the default setting but unfortunately it's not. (Google gamma and linear workflow!) If you still want to use "gamma correction off", set gamma to default 1!

    Shading Rate: 0.5

    The lower you go the more detail you get and the longer render times, 0.5 is a good enough number but may cause some (typically shadow-)artefacts in certain scenarios, 0.2 or 0.1 is good for final renders IMO.

    So, since I can't see any attachments I'm guessing your grain problems could be due to the lighting? Are you using UE2 or AoA ambient? They have their own quality settings. For UE2, raise the occlusion samples, for AoA ambient raise AO samples, possibly lower their shading rate. AoA distant- and spotlights also have their own shadow settings.

    Weird.  The pictures show up when I view the thread.  Not sure why they wouldn't be allowed.  Anyway, I will give the settings you mentioned a try and see what happens.  Thanks so much.

    P.S. I am using UE2 for lighting.  Should have mentioned that from the get-go.

  • Your attachments are obviously deleted, so can only comment on the rendersettings and take a guess.

    Max Ray Trace Depth: 4

    Probably overkill in most scenarios, try 2, unless you have several layers of transparency and/or reflective surfaces. 

    Pixel Samples (X) and (Y): 32

    Totally overkill, will only make for very long rendertimes, without any noticeable gain in quality. 8 or 10 is a good number for final renders. If you use very heavy Depth of Field you might want to use 12 or more.

    Shadow Samples: 32

    These control the shadow quality of the DS standard lights. If you use very soft shadows you may need to increase these to 64 or 128, possbly even more.

    Gamma Correction: off (produces slightly more grain but that's because it shows more details) | On: 2.20 (less grain but also less detailed)

    Gamma correction ON with gamma 2.20 is what you should use! This should be the default setting but unfortunately it's not. (Google gamma and linear workflow!) If you still want to use "gamma correction off", set gamma to default 1!

    Shading Rate: 0.5

    The lower you go the more detail you get and the longer render times, 0.5 is a good enough number but may cause some (typically shadow-)artefacts in certain scenarios, 0.2 or 0.1 is good for final renders IMO.

    So, since I can't see any attachments I'm guessing your grain problems could be due to the lighting? Are you using UE2 or AoA ambient? They have their own quality settings. For UE2, raise the occlusion samples, for AoA ambient raise AO samples, possibly lower their shading rate. AoA distant- and spotlights also have their own shadow settings.

    That did it.  Thank you so much.  I really appreciate it.

  • Sven DullahSven Dullah Posts: 7,621
    xialiubei said:

    Your attachments are obviously deleted, so can only comment on the rendersettings and take a guess.

    Max Ray Trace Depth: 4

    Probably overkill in most scenarios, try 2, unless you have several layers of transparency and/or reflective surfaces. 

    Pixel Samples (X) and (Y): 32

    Totally overkill, will only make for very long rendertimes, without any noticeable gain in quality. 8 or 10 is a good number for final renders. If you use very heavy Depth of Field you might want to use 12 or more.

    Shadow Samples: 32

    These control the shadow quality of the DS standard lights. If you use very soft shadows you may need to increase these to 64 or 128, possbly even more.

    Gamma Correction: off (produces slightly more grain but that's because it shows more details) | On: 2.20 (less grain but also less detailed)

    Gamma correction ON with gamma 2.20 is what you should use! This should be the default setting but unfortunately it's not. (Google gamma and linear workflow!) If you still want to use "gamma correction off", set gamma to default 1!

    Shading Rate: 0.5

    The lower you go the more detail you get and the longer render times, 0.5 is a good enough number but may cause some (typically shadow-)artefacts in certain scenarios, 0.2 or 0.1 is good for final renders IMO.

    So, since I can't see any attachments I'm guessing your grain problems could be due to the lighting? Are you using UE2 or AoA ambient? They have their own quality settings. For UE2, raise the occlusion samples, for AoA ambient raise AO samples, possibly lower their shading rate. AoA distant- and spotlights also have their own shadow settings.

    That did it.  Thank you so much.  I really appreciate it.

    yes

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