Haven’t used Yafaray a lot but I don’t think you understand it’s AA passes or maybe I don’t. hehe You have it set at 5 passes, with 5 samples in the first pass, increasing by 1 sample each pass there after. That is nowhere near enough samples, but maybe ok if it’s just test render, re jagged line of humbucker mount.
Try 3 passes, 8 samples first pass increasing by a multiple of 4 samples each pass there after. Something like that anyway, long time since I used it.
The white dot’s I guess is photons / path samples problem.
As an aside unless you’re on a Mac, change your gamma in for textures and gamma output to either 1 or 2.2. 1 for a linear workflow, 2.2 for gamma encoded. Not that it will do anything with the specks.
thanks, i didn’t knew that yellow…
I tried 3 passes and 8 samples, but that didn’t help either:-(
I don’t think AA can remove this much noise.
I think the problem is elsewhere… maybe the light setup or the materials. Just can’t fugure out what.
If you have lights close to geometry, move them.
If you are using sphere lights, check their size, they are bigger than you think.
If you are using IBL, try a different .hdr, or increase samples.
Try reducing the glossy settings on individual materials to find which one is the problem(if any).
Pixel Width 1.5 is fine.
Turn down Shadowdepth and Raydepth, 20 is too high for that context. 5 is ok.
Use gauss or Mitchell (Box is faster, Mitchell is sharper)
Use 2 AA Samples, and 2 inc AA Samples, with say, 10 passes. You can stop the render at any time if it isn’t working out.
If none of that helps, post up the .blend file (or at least the problemmatic parts of it), and I will check it out when I get home.
Thanks for the tips! I’ll try Them out when I get home from my little weekend getaway…
If it doesn’t work out, can I still PM the .blend file next week? It would be cool if you will look at it:-)
By the way what is IBL and .hdr? - guess I’m not using it since I don’t know what it is:-)
IBL is Image Based Lighting - using an .hdr image as a light source.
.hdr is High Dynamic Range images - sometimes used as an environment map for reflections, or as a light source in cgi.
That helped… I think my main problem was that I had world background color set to black and had some lamps with power set at about 1500. By using a light background color and a sun I get rid of the noise:-) But now all colors looks faded and the materials appear different:-(
rvngizswt: I have turned down the power of the lamps a lot and now use black background again.
Actually I think the noise problem was caused by the glossy material type… the noise occurs when trying to make chrome material with that type… Shinydiffusemat works much better.