Hi, i have tried to render a scene for the past few days, just rendered for the past few hours, max samples and the render still have noise, what settings should i use to have a cleaner render and i can i use optix denoiser on daz?
One can make some surfaces emissive. One can adjust all those various light settings. One can put a primitive in, apply an emissive shader, turn up the light {K factor} and put the opacity to something like 0.0001. Good idea to not have said sphere {or whatever} actually in the scene as it could look like snowflakes.
is there a way to export it and render it on blender, daz denoiser is awful and the noise is hardcore. I just don't get it, never had that type of problem with blender
Iray like light, but the more lights in a scene, the longer the render time. I am creating animation, so I can't have a lot of render time per frame. One trick is, if the camera is locked down, render the background separat from foreground characters. So the background is just one still and turn it off and then renter the characters in action. I tolerate some noise in the characters, then I ust Topaz Denoise on the resulting PNG sequence files to erase some of the noise.
One can make some surfaces emissive. One can adjust all those various light settings. One can put a primitive in, apply an emissive shader, turn up the light {K factor} and put the opacity to something like 0.0001. Good idea to not have said sphere {or whatever} actually in the scene as it could look like snowflakes.
Unless I've been doing something wrong, my experience with using an emissive with really low opacity(aka. "ghost lighting") so that it doesn't show up in the camera(except in reflections on surfaces) just doesnt work very well unless you're able to get it to blend in with its background. Setting the opacity too low may result in insufficient light and setting the lumens up too high makes the surface more visible if its within view of the render camera. Imo, not a very ideal source of light without post-working the rendered image or if you're able to position it outside of the render window.
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Possibly more light. Iray "loves" light.
One can make some surfaces emissive. One can adjust all those various light settings. One can put a primitive in, apply an emissive shader, turn up the light {K factor} and put the opacity to something like 0.0001. Good idea to not have said sphere {or whatever} actually in the scene as it could look like snowflakes.
is there a way to export it and render it on blender, daz denoiser is awful and the noise is hardcore. I just don't get it, never had that type of problem with blender
Iray like light, but the more lights in a scene, the longer the render time. I am creating animation, so I can't have a lot of render time per frame. One trick is, if the camera is locked down, render the background separat from foreground characters. So the background is just one still and turn it off and then renter the characters in action. I tolerate some noise in the characters, then I ust Topaz Denoise on the resulting PNG sequence files to erase some of the noise.
Unless I've been doing something wrong, my experience with using an emissive with really low opacity(aka. "ghost lighting") so that it doesn't show up in the camera(except in reflections on surfaces) just doesnt work very well unless you're able to get it to blend in with its background. Setting the opacity too low may result in insufficient light and setting the lumens up too high makes the surface more visible if its within view of the render camera. Imo, not a very ideal source of light without post-working the rendered image or if you're able to position it outside of the render window.