Flip Fluid Water - Reduce animation noise

Hello all,

I created an animation with Flip Fluid. Our company logo drops into water and creates nice splashes and bubbles in ultra slow motion (1/200).
The animation is for an upcoming exhibition and is supposed to be shown on a 5x3 meter LED-wall with a resolution of 1280x768 pixels. Therefore, I rendered all frames in the target resolution. On a PC-screen the animation looks fine, but when I tested it on the LED-wall, it looked terrible, because the animated water is very very noisy. On the big screen it looks like severe compression artifacts, but in fact, the original video shows the same. It is also visible on a PC-screen if you know what you are looking for. I have attached a screenshot and maybe you can imagine, how the fine detailed pixels appear, when they move over a giant screen.

Does anybody have an idea, how to solve this?
I used denoising already and tried increasing the render samples, adding some blur and reducing the contrast, but none of that helped enough.

Thanks!
Michael

Do you have enough Transmission and other bounces set under Light Paths?

I used the standard settings. Do you think that is good enough?

Probably not as there are a lot of transmissions, reflections and all that stuff goin on. I´d try setting the Preset to Full Global Illumination to test if it makes the problems go away and then start lowering the bounces to check with how few bounces you can get away with.

If that doesn´t help i’d try testing with a lot more samples and check if that makes the problems go away.

Great! Global Illumination helps a lot and with more samples it is almost perfect. Just render time increased from 3 minutes to 45 minutes per frame. Mainly due to the higher sampling. Illumination did not change that much in render time. Anyway, thank you very much!

Best regards,
Michael

Nice. :smiley:

I´d try reducing the bounces anyways. Perhaps it multiplies rendertime with high sample count. And the 255 bounces are usually overkill in my experience.

Unless render time isn´t that relevant of course.