How to reduce noise?

Hi, I still have problems with f*king noise. I’m desperate :frowning:
Render: 10 000 Samples :open_mouth: i using portal in window and still is too much noise. Some solution? Thank you so much :slight_smile:

PS: I know, material on Posters is bad :smiley:

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Hi, check also > https://boundlessblending.blogspot.de/2016/04/blender-fast-rendering.html
May it is possible to upload a simplified .blend to check your render settings, light setup.

Cheers, mib
EDIT: The denoiser build work better if the noise is already low.

^^This.

Adding a tad of ambient occlusion or a large, low powered area light behind the camera could help.
There might also be way to cheat a bit with the wall material by switching it to a AO shader after the first bounce (example with .blend file).

In general: Cycles and interiors will not become close friends in the foreseeable future. Other render engines might suit you better for this.

Do you have glass in your window (i.e. Using the glass shader)?

Try an external rendered called Indigo Render. It renders faster and has less noise and is cross-platform which means you can use it with other apps.

With just 5 passes, you already get less noise.

http://www.indigorenderer.com/

Thank you guys.

New render its better, but i have big problem with denoiser build :/. Weird black areas on the wall.

IkariShinji

I use large area light behind the camera a two point lights. Ambient occlusion and AO wall material i used the last time.

mib2berlin

my render settings:

/uploads/default/original/4X/1/a/b/1abc2845debca4dfb935cfb86fbdbf2b677cd645.pngstc=1

moony

Yes, I had. Why? They are not in new render.

Stark Designs

I want to use Cycles :slight_smile: but thanks.

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The LWR build is experimental, it’s not meant for use with actual production yet (but more for testing).

As for the noise, check to see if your light settings have MIS enabled. You also might want to disable it for the large arealight as it might be stealing quite a few samples from the point lights.

Try clamping down the indirect bounces a bit more, like down to 4, I’d disable direct clamping though. I’m guessing you already have multiple importance turned on?

I did the test. Point lights do way more noise than area lights. Way is that?

An unoptimized pathtracer like Cycles basically fires rays from the camera and lets them bounce until they hit a light source. So, small (or even hidden) light sources = chance for a ray to hit a light source is extremely small = image takes forever to converge.

Quite, that’s why I’m currently sticking with using Cycles, to get used to it and help develop it into a fully fleshed out renderer.

If you scale an area lamp, you’ll get so less noise. Is there a way to radially scale point lamp in a bigger sphere ?

Mardybum, I also have to use Cycles occasionally for an interior. Now a couple of thoughts: I don’t lose the back wall because it changes the whole dynamic of the lighting. Secondly a white room, Light Blue, is rarely white but actually shades of grey with gradients which should read sometimes. You have some of that going on but any additional light will kill it quick including any AO checked in the render.

I just made a little set-up and tried a area light in the overhead, AO at even .005 to bring the illumination up a bit. With high value walls many shadows, changes of shades, are so subtle any additional light simply wipes it out. Upping the Diffuse bounces seems to be the best way to bring the overall illumination up.

For lighting first I used two (2) Suns. One for shadows and one for overall lighting. Worked well except it simply didn’t want to clean up to well. Below I’m simply using one Spot Light and Diffuse: 4. You are using 8 bounces I believe which will render brighter. In this case a Portal didn’t work for me either time.

Now if you are a fan of AO, which I’m not in many cases, and by that I mean a separate AO pass I ran across a must have node for you. It will also allow you to change the overall illumination after the render. Be advised the render does take longer because a AO and environmental pass are being done at the same time. Just Google BreadPixles AO Node V2. Also on YouTube he has a link below the video. Then simply append it into your compositor in groups before the render. Hey guy at some point in Interiors with Cycles maybe we can call the little remaining noise Film Grain. Ace is right about clamping direct will kill dynamic range. Although I believe I used 18 here. Anyway I would rather see some grain then a flattened out grey. Room is looking nice except what happened to the baseboard on the left.

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