Noisy interior renders

Hello guys, I’m having a problem with interior rendering in cycles. The renders just appear too noisy. Now you might first be thinking that the problem is in the glass shader, but the glass shader has the same light path trick used.

Here is some info about my scene:
vertex count: 581140
render engine: cycles
render device: GPU: GTX 650ti
CPU: Intel core i3
render samples: 650


Very bad scene setup for Cycles as it is path tracer, as big scene area can be only lit indirectly, at lest after one bounce from light. You need bidirecional sampling, or even better like MLT or biased (Photon map based) for that. For now you can try use much more samples (many hours render), get renderfarm, try Luxrender/Yafaray (free), some commercial with “MLT” or “bidirectional” feature (Maxwell, Octane, etc).

I trying to implement same feature in Cycles, but things go slow and it far from everyday usage. Pesronally, i recommend in this order - try Luxrender (last one 1.3 rc2 looks very nice), then if it not for you, then Yafaray, Maxwell/etc. if you crazy, try my patch but you need to be coder, compile yourself, and expect endles segfaults and not implemented features. You need to redone all materials for every rendered from scratch.

Perhaps a version of the scene to test would be helpful? So we can see settings and experiment?

YOu could remove most of the little objects, and just leave the lamps, curtain, walls, bed and things the lamps are on, and remove the rest before sharing?

Edit: Alternately, remove the glass from around the lamp for the main render, and then border render the glass with the lamp separately, and just PS/GIMP them together.

I really recommend Yafaray Photon mapping (or Stochastic Progressive Photon Mapping) renders for all your interiors. Fantastic results, without noise and rendering is fast, more cores more speed.

nice …!!