Long render, high settings, noisy noisy.
DekeSlade
Posts: 127
in The Commons
Not sure whats goin on here. No debth of field and all the usual settings cranked to obnoxious levels. Good amount of lights but still this is the final render? Confuzeled.
- Deke
Noise1.png
808 x 506 - 666K
Comments
Not sure if it has anything to do with your issue, but... Set max time to zero, that way it will keep going until done. It's the equivalent of infinity. I've been told 100% convergence is not possible, so set it to 98%. And setting rendering quality to 3 should suffice.
And check your lights setup as well... too dark or too many light sources especially emmissive light source, will also bring you noise...
reflective surfaces always add calculations.
Thanks Lou & Crosswind, will check, havent heard about the "too many" lights issue. In that particular area using a number of point lights which is a pretty common technique I use and havent experienced before.
You can just enable post-denoiser, you won't get noise anymore and you can even stop at less than 1000 samples :)
Two things that are standing out is not enough Samples and not enough Time so the render is stopping before it is finished.
Rendering Quality tells Iray how fussy to be about counting a pixel as done - when you have that much noise none of the pixels will be done, so it isn't relevant (essentially it is a "take longer to get everything smooth" setting, not soemthing that improves or touches the quality achieved in a given time).
I would think the issue is the lighting - it simply isn't reaching the visible scene elements in many cases and so a lot of calcualtions are essentially being wasted.
Noise is from when the rays are not able to tell the system what a pixel looks like. This can happen for different reasons. The notion that light is not strong enough comes from this, because the ray is too weak to reach the finish line with the information needed to tell Iray what this pixel is supposed to be. The ray is getting absorbed by surface materials, and that saps the energy it has. This is often because the light is too weak.
So there can be a combination of things that cause this. It can be too little light. But it can also be that the surfaces absorb too much light. This can be from more complicated shaders, translucency, sub surface scattering, and all the other features can have a hit on how these perform. You can also have objects that the camera cannot see, but are still impacting the render. You can look at the surfaces.
Also, mesh lights can be expensive if you are using them here. The more surfaces casting light, like say a "ball" made of many polygons, every one of those polygons adds to the complexity of the light paths. Sometimes it is not about adding more light, it is adding simpler light. You can try using lights that emit from single rectangles.
That render has a particular charm to it. Reminds me of 2D adventure games from the 90's
lol, hopefully itll be done soon, find me on Twitter cuz my stuff can have a bit of an edge!
SO! ... problem solved. The issue was that the room is actually in a building with a warehouse door that I hid to show the room by setting the cutout set to 0 ... thats it. Not sure what kind of voodoo it was but as someone who uses the cutout function quite often I'm surprised I havent run into it before. At some point if I can find a bit of time just to make a plane in front of a figure with some pointlights and set the cutout to zero just to see if its kind of universal or just something about this sceen thats messed things up a bit.
Hope this helps someone else should they run into it, glad it got got!
Thanks all!
All of the images in my Daz gallery were rendered with 500 - 750 samples, default post-denoiser settings, and Render Quality turned off. I adjust exposure value and Film ISO as needed. I always start with an HDRI, with added spots for fills as required. Occasionally add a ghost light or two. I also never render with a fully enclosed set.
All of the images in my DA gallery (NSWF) were rendered with these base settings, with minor mods as required. Very few of them took longer than 15 minutes to render on a RTX 3060.