Viewport Render with 1024 samples and OpenImageDenoise
Final Render with 1024 samples and OpenImageDenoise
There are no objects or lights that are set to be visible in render but not visible in viewport.
This happens in 2.90, 2.83, 2.82
Does anyone have any idea what’s happening?
I should mention that I created my lights with the Extra Lights addon (https://www.blendermarket.com/products/extra-lights) and chose the option to automatically adjust the exposure based on the strength of a candle light. So my exposure is set to 9 but I don’t see why that would be a problem since the viewport render is perfect.
Viewport in the middle of rendering 1024 samples
Viewport applied OIDN denoising after 1024 samples had rendered
Final Render with 1024 samples and OIDN
I have also tried rendering with up to 4096 samples. Still get the same problem.
The Optix denoiser is absolutely useless on this scene. It looks like a bad jpeg with extra jpeg.
I disabled depth of field and get the same problem in final render but not problem in viewport.
open4v03.blend
2020-09-19
blender 2.90
Still using lights based on extra lights addon.
Trying to determine the source of the counter top noise in final render. That noise does not happen in the viewport with viewport denoising.
I can’t find any objects that are set to be hidden in viewport but visible in render.
Maybe the AI is at fault and doesn’t know what to fill that space in with at high res? Rendered smaller image. Still had the problem.
Disabled depth of field so the counter top is in focus. Still have the same problem in final render but no problem in viewport.
After some more testing my best guess is that the AI is looking at what the image looks like at exposure zero and doing the laziest tweaks that look fine in that super dark version but look like ass when you crank up the exposure.
So based on that guess I set the Color Management exposure back to the default of zero and under Film I cranked that other exposure value up to 10.
This gave the same bad result in the final render and no problems in the viewport render.
After more testing it seems adaptive sampling is the source of my problem. With just FOUR samples the final render looks passable as long as I turn off adaptive sampling.
This is depressing. 3 minutes to render without adaptive sampling & with denoising. 40 seconds to render with adaptive sampling & with denoising, but it looks like total garbage because the denoiser is outputting trash when used in conjunction with adaptive sampling.
Adaptive Sampling ON with Min Samples of 1 makes no improvement.
Adaptive Sampling ON with Min Samples of 32 makes no improvement.
Adaptive Sampling ON with Min Samples of 300 (actual render samples 900) does look correct and with a render time of just 1 minute.
Tried again with adaptive min samples set to 134. It was not enough.
Nothing lower than 300 gives acceptable results.
Setting adaptive min samples to zero and playing with the noise threshole value now.
A noise threshold of 0.1 looks the same as setting actual render samples to a super low value like 4.
0.025 made almost no difference.
0.0025 looks as bad as the original problem. Not messing with Noise Threshold anymore. Set it back to zero and set min samples to 350.
Did a test with stronger world light and while min smaples 350 was enough for the counter top and floor, it was nowhere near enough for the back wall.
Turning adaptive sampling off completely and doing a full resolution render at 900 samples.
It took 15 damn minutes to render.
It looks correct. It does not look as good as the other version that do not use the Extra Lights addon’s candle lights. That is probably because the other version has more lights and warmer lights and they all play into the nice depth of field blur.
2020-10-08
Increased exposure under Film from 1 to 10.
Reduced exposure under Color Management from 8.5 to 4.25
Adaptive Sampling ON
OIDN denoise ON
900 render samples
1920x1080 100%
Render time: 7m30s
I can now render with adaptive sampling enabled and not get garbage from the denoiser.
This makes no sense because much earlier I tried cranking the Film exposure up to ten and still had the same problem.
Maybe a bug related to this was fixed in Blender version 2.90.1?
I forgot Adaptive Sampling > Min Samples was set to 350. I set it to zero and the problem is back again. So maybe increasing the Film exposure did not help at all?
Set min samples to 50. No improvement.
Changed Render > Advanced > Light Threshold from 0.000167 to zero. No improvement. I think this is supposed to make blender not ignore low strength lights.
2021-02-10
I just noticed my Render > Light Paths > Max Bounces are all stupid LOW values:
total:8, diffuse:0, glossy:1, transparency:8, transmission:2, volume:0
Increased them to: 12,12,12,8,4,4
Doing this did brighten up the scene a bit and improve light in some of the glass bottles but it did nothing to help with the denoising problem in final render.
Noticed that the fog volume object is invisible in viewport but visible in render. It doesn’t hurt anything to turn it on in viewport. It doesn’t fix anything to turn it off in final render.
Whoops, somehow I’m so blind I did not notice the chairs are off in final render as well. I’m having trouble hiding the original chair collection instance that is parent/child face instanced around the circle.
Removing fog and adding chairs to final render does not improve the denoising issue on the counter top.
Reduced world light from .050 to zero. Still no denoise problems in viewport. AND the denoise problem in final render WENT AWAY.
Increased world light to 1.0 - In final render the counter top no longer has denoise issue but the rest of the scene has issues in ever slightly shadowed area.
Reduced world light to 0.25 and the counter top has the issue again. It still goes away if I disable Adaptive Sampling.
Left adaptive sampling disabled.
World strength 0.100
2000 samples, denoising on
Light Paths Max Bounces all set to 128
Render camera is the one on the stairs looking down
Added a chandeleir to the kitchen for more light back there.
1920x1080 100%
rendered in 1h3m.