Hi all,
I'm having some trouble with glass reflections, after more than 7000 samples, I'm getting few samples on a glass reflection, compared with the rest of the space. What also makes the denoiser fails in that area. (Glass of the left side of the attached image).
Have tried with metropolis and sobol, and I'm rendering on cpu.
Any hint what could be the solution?
Thanks.
Trouble with glass reflections
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Trouble with glass reflections
Nota solution to the noise, but have you tried using OIDN via the compositor instead? I can't find it at the moment, but I remember a video that denoised the passes individually and combined them, and it did work better for something I rendered.
Re: Trouble with glass reflections
Thanks for the response,
Dade:
yes, all lights are outside the glass.
Zeealpal:
I will try, but still there is much less sampling in the glass reflection.
Regards.
Dade:
yes, all lights are outside the glass.
Zeealpal:
I will try, but still there is much less sampling in the glass reflection.
Regards.
Re: Trouble with glass reflections
Your scene is a nice challenge. Rendered on CPU high resolution with some reflective and specular surface plus small artificial light in an enclosed space.
This is my result on a old i7 4930k. without denoiser in 5mn :
Raw Denoised Edit 15mn
Settings
Clamping = 20
Light tracing = on
PGI = brute force radius scale (1) Photon count (2)
Caustic cahe = Default
DLSC = default
Meshlight with simple plane (no circle) importance set to 20.
Glass shadow color = 75% white
This is my result on a old i7 4930k. without denoiser in 5mn :
Raw Denoised Edit 15mn
Settings
Clamping = 20
Light tracing = on
PGI = brute force radius scale (1) Photon count (2)
Caustic cahe = Default
DLSC = default
Meshlight with simple plane (no circle) importance set to 20.
Glass shadow color = 75% white
Last edited by Sharlybg on Thu Sep 17, 2020 9:18 am, edited 1 time in total.
Re: Trouble with glass reflections
Nice!
Try to remove the lights from inside the shower and change the outer ones with ies lights, not mesh. Maybe this is the problem.
Edit, when using PhotonGicache, the difference is much more noticeable.
Regards
Try to remove the lights from inside the shower and change the outer ones with ies lights, not mesh. Maybe this is the problem.
Edit, when using PhotonGicache, the difference is much more noticeable.
Regards
Re: Trouble with glass reflections
hmm, raising the importance of the ceiling lights seems to have solved a lot the situation. Still making tests.
Re: Trouble with glass reflections
Yes, all the surfaces inside the box closed by the glass are SDS paths. There two options:
- use PhotonGI caustic cache with periodic updates and have long rendering times;
- or use Hybrid glass (aka set glass shadow transparency so light can go directly trough it) and have very fast rendering at the cost of less realism.
Or have a mix of both like suggested by Sharlybg.
Re: Trouble with glass reflections
Actually, it is hybrid glass.
Can you explain me that Photongi settings?
Periodic updates are enabled by default.
Thanks
Can you explain me that Photongi settings?
Periodic updates are enabled by default.
Thanks
Re: Trouble with glass reflections
Wow, samples/sec dropped A LOT.