Very noisy renders

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B.Y.O.B.
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Re: Very noisy renders

Post by B.Y.O.B. »

It should be below the performance panel (in this screenshot at the very bottom):
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scrn_2018-01-25_20-32-05.png
chafouin
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Re: Very noisy renders

Post by chafouin »

It's only there for the Sun and Hemi lights, not the others :)
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Dade
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Re: Very noisy renders

Post by Dade »

Ok, this is a rendering of your scene unmodified on my AMD R290X (a 303 secs rendering with 1000 samples per pixel):
base.jpg
First of all, check your performance (i.e. samples/sec), your Titan should be quite faster than my 290X, is it ?

I have the feeling that your main problem is with Lux pixel filter sharpness so I only added a Gaussian 3x3 with strength 0.15 filter to the LuxCore image pipeline (a 303 secs rendering with 1000 samples per pixel, same as above):
gauss3x3.jpg
I exaggerated a bit the blurriness to give you an idea, the strength can be freely adjusted. If you compare the 2 images, one is very sharp/grained the other even a bit too blurred. It is exactly the same rendering just a different image pipeline.

I think that this option is not currently available in BlendLuxCore. @B.Y.OB. it should be easy to add, just a flag, a strength bar and 2 additional/optinal lines in the render configuration:

Code: Select all

film.imagepipeline.3.type = GAUSSIANFILTER_3x3
film.imagepipeline.3.weight = 0.15
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B.Y.O.B.
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Re: Very noisy renders

Post by B.Y.O.B. »

I don't know, using a simple gaussian blur for "denoising" seems a bit... clumsy.
Also, people can just do that in the Blender compositor or in GIMP or so.

And a blur is not going to help if the scene looks like in the first post of the thread (where the ground plane is using a metal material).
It's only there for the Sun and Hemi lights, not the others
That's according to the LuxCore specs.
The only light where it is missing an implementation in BlendLuxCore is the area light, I'll add it there.
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Re: Very noisy renders

Post by kintuX »

chafouin wrote: Thu Jan 25, 2018 8:16 pm It's only there for the Sun and Hemi lights, not the others :)
& "Only supported by Path engines (not by BiDir)"

@Dade
Will all Pixel Filters be added and exposed as they used to be?
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Re: Very noisy renders

Post by B.Y.O.B. »

B.Y.O.B. wrote: Thu Jan 25, 2018 9:04 pm The only light where it is missing an implementation in BlendLuxCore is the area light, I'll add it there.
Actually this is weird.
When I disable indirect light visibility on a mesh light, I get way more noise :?:
I guess the visibility does not count for the emitted light of the material?
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visibility disabled
visibility enabled
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Re: Very noisy renders

Post by B.Y.O.B. »

Hm, or maybe it disables direct light sampling, too?
kintuX wrote: Thu Jan 25, 2018 9:14 pm @Dade
Will all Pixel Filters be added and exposed as they used to be?
I had the feeling that the default (BLACKMANHARRIS) is already the best setting and you never want to change it.
The only exception being the NONE filter, which improves speed on GPUs and is supported.
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Dade
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Re: Very noisy renders

Post by Dade »

B.Y.O.B. wrote: Thu Jan 25, 2018 9:04 pm
It's only there for the Sun and Hemi lights, not the others
That's according to the LuxCore specs.
The only light where it is missing an implementation in BlendLuxCore is the area light, I'll add it there.
It is correct all other type of light sources are not intersectable: a ray can not hit a point/spot/etc. light source. As proof, a point/spot/etc. doesn't already render a caustic in path tracer (only a bidirectional path tracer can render caustics of a point/spot/etc. light source).
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Dade
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Re: Very noisy renders

Post by Dade »

B.Y.O.B. wrote: Thu Jan 25, 2018 9:19 pm Actually this is weird.
When I disable indirect light visibility on a mesh light, I get way more noise :?:
I guess the visibility does not count for the emitted light of the material?
It is normal, you loose one of the two ways to sample the are light source (i.e. path direct hit, the other one is direct light sampling) so there can not be MIS (Multiple Importance Sampling). The visibility setting is mostly useful for the Sun light source as it is a kind fireflies generator for a path tracer.
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Re: Very noisy renders

Post by B.Y.O.B. »

Makes sense. Then I won't expose the visibility settings on area light because the only sensible setting is to have them enabled.
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