Really stupid issue with cycles render

So I am making a Minecraft render in blender using cycles. I have 750 samples and I am trying to render the torches with an emission shader. However, everytime I render it, the torch by the water gets messed up by the denoiser. Example here: http://prntscr.com/qtahxa

I have changed many options, messed with the denoiser settings, but to no avail. This website is my last hope. The water also has its own custom node as shown here:

Help is greatly appreciated, thanks.

Here is the emission node for the torches: http://prntscr.com/qtrno8

The portion is so small hard to tell what is going even there.

You migh want to try the denoiser in the compositor.

the first screen shot of the issue is too small or the water node?

The torch is so small in the shot that hard to tell what issue you are talking about.

Like I said maybe use the denoiser in the compositor and use a form of masking to keep troubled areas out of the denoiser.

compositing is really annoying and takes time, but if i have to then i have to

Once you set it up it is no more than rendering in Blender since it is all integrated. Setit up for a frame and use the object’s own mask to mask out so you do not need to do any special roto or tracking.

I am referring to the special denoiser node, you need to enable render outputs for that denoiser.

I’ll look into it, thx for the help. I am trying different camera angles to see if it fixes it.

also, here is a zoomed in screenshot of the issue

See this video, a bit old but should give you context. This is not simple blurring type affect.

Also see this

https://remington.pro/software/downloads/?repo=d-noise

wait i know why its doing that, i think i know why

using this, i lose a lot of hard edges and finer details, so i dont think this ai denoiser will work

That is why I recommended masking areas using cryptomatte or object masks with the denoser node etc.

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ah, ill figure that out

how do i use the matte?

There you need to see tutorials :slight_smile: That is a whole different topic.

Basically you will have to use the denoise node then merge it with the straight render and mix only areas of interest or the other way around.

sorry but i watched a tutorial and im completely lost

Illuminating a scene with the torches could be not the best solution, i would try putting point lights in place of the emitting material, if it works better then you can use the Light Path node to have the emission appearing only ffor the camera and exclude it from global illumination.