Tip to keep texture quality in cycles?

This is indeed a bug @Calandro 's solution works,increasing the value(Normal Map Strength) x2 makes the material look close to identical to the Eevee render.(Same sample count.)

Thank you for your help guys!! :heavy_check_mark: Glad to be part of this community.

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Actually, it was a solution from us all. :wink:

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It sounds like your problem is not just one of bump intensity, but also a difficulty getting good render quality and the denoiser getting rid of too much detail.

I have a second trick that will help this issue.

1-Set the render resolution to 200%. Divide your samples by 4, that way it will take the same time to render.
2-You now have an image that has double the resolution but took the same time to render. Denoise that image.
3-Save the denoised images (still at 200% resolution).
4-Open the images in a video editing program and reduce them back to their intended resolution. Because you denoised them at double resolution, the image will be much more crisp, with fine details better preserved. I don’t recommend doing the reducing with Blender’s sequencer, because it has pretty bad filtering when resizing.

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Thank you for the extra tip man! I did knew about the uspcaling trick but didnt really knew how much to reduce the sample count! Now i have a clear instruction set! Thanks a bunch.

And indeed,the texture quality has improved even more at the cost of a few seconds more.I mean i could wait an extra 5-10 seconds for the extra texture quality!
(Keep in mind when working on with big resolutions like these,blender tends to crash a lot even if you have a good gpu but low VRAM ,my 3080 in 200% res tends to crash since its the 10GB model.)(Even though when rendering i have 3GB of vram left)

Heres the image with Intel’s Denoiser: 48.59 seconds

Image with Optix Denoiser: 47.73 seconds.

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Blender probably not crash but if you are using Windows, nVidia drivers will boot if they are unresponsive over second or something. This can be fixed by adjusting registry key but also rendering lower tile size. Not the default 2048x2048 but something like 256x256 or even small as 64x64.

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hey!
tile size is 1024x1024,blender crashes usually when running the animation after rendering. thanks for the tip as well.

Glad I could help! The sample count is divided by 4 because when doubling the resolution, the number of rays that would be shot over a single pixel is instead spread over 4. If you tripled the resolution instead, it would be 9 times because each pixel turns into a 3x3 grid and if quadrupling the resolution, 16.

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I also had problems keeping good quality for textures. Here’s what I did to increase the definition of the texture.

First, I noticed how dark your image is. I had more issues keeping good quality with lowlight scenes and I believe your issue is related in the same way to my lowlight scenes.

Cycles works differently than Eevee. We have to understand how Cycles works first to create good colors for each pixel.

  • If you look at a scene being rendered, you can notice that it starts with a black screen and add pixels that look like fireflies. As it renders more samples, the number of pixels being filled with colors increases until covering all the surface.

  • The denoiser works well when the noise is minimized. With too much contrast between the pixels, the denoised results are not good.

  • OpenImageDenoise is better than Optix, especially with volumes.

  • If there are not enough lit areas, the pixels trying to cast rays in all directions when hitting a surface will not get much light to render a clear pixel.

  • By comparison, in photography, new cameras have HRD images to get clearer shots. They take many shots to get the light from low-intensity light areas up to high-intensity light areas. They combine everything after for the final image. I used to do photography years ago without HRD and my photographs in the wood were pretty low-quality because of the low-light intensity.

Solution:

  • Increase the number of samples as much as you can without compromising your rendering time.

  • Increase the light intensity. If there is too much light, you can clamp the light values in the settings.

  • Add other lights to allow Cycles to hit more lit surfaces.

  • You can render with more light to allow each pixel to render with enough light and clarity. The denoiser will work better in this situation. Then you can use the compositor to darken your image and creating more contrast. That should do pretty much the same effect as your image above.

In a nutshell, I got better texture quality by increasing the light accessible for the areas that were under-lit. Getting good texture quality for lowlight scenes took me more time than other scenes because of the tweaking with the different light sources.

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Or, instead of darkening the scene in the compositor after adding lights, you could work with the exposure value in the color management section. You still will be counting the light, but with a darker result.

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