PBR Specular Roughness Noise
8102 16 2- Tav
- Member
- 6 posts
- Joined: 3月 2015
- Offline
Hi there
I have been having some trouble rendering out some objects with PBR that has a fairly high specular roughness of 0.4
The render always comes out very noisy in the specular aov. I am able to reduce this somewhat by setting pixel samples to very high values such as 15 x 15 but even this still seems to not totally eliminate the problem. Also when I have high motion blur the problem seems to be exacerbated.
I have looked at Min Reflection Ratio as another solution other than samples but this seems to offer not better result.
Has anyone else experienced problems rendering out objects like this? and have you found any solution other than setting high pixel samples?
Cheers
Tav
I have been having some trouble rendering out some objects with PBR that has a fairly high specular roughness of 0.4
The render always comes out very noisy in the specular aov. I am able to reduce this somewhat by setting pixel samples to very high values such as 15 x 15 but even this still seems to not totally eliminate the problem. Also when I have high motion blur the problem seems to be exacerbated.
I have looked at Min Reflection Ratio as another solution other than samples but this seems to offer not better result.
Has anyone else experienced problems rendering out objects like this? and have you found any solution other than setting high pixel samples?
Cheers
Tav
- Ben Watts
- Member
- 32 posts
- Joined: 12月 2014
- Offline
Yeah mate, totally having this problem here: https://vimeo.com/121749383 [vimeo.com]
I've tried everything but can't completely get rid of these little hot pixels popping up everywhere - I would also love to find a solution
I've tried everything but can't completely get rid of these little hot pixels popping up everywhere - I would also love to find a solution
Kind Regards,
Ben
Ben
- circusmonkey
- Member
- 2624 posts
- Joined: 8月 2006
- Offline
- Ben Watts
- Member
- 32 posts
- Joined: 12月 2014
- Offline
- sidenimjay
- Member
- 702 posts
- Joined:
- Offline
have you tried using indirect sample limit? On the rendering/sampling tab:
Enable Indirect Sample Limits : On
Min indirect 2
Max indirect 9
indirect noise level : .01 or .001
this may help and you could possibly use a lower Pixel Sample Rate
This parameter can be used per object to only focus the sampling on the shader(s) that need it rather than the whole scene
Enable Indirect Sample Limits : On
Min indirect 2
Max indirect 9
indirect noise level : .01 or .001
this may help and you could possibly use a lower Pixel Sample Rate
This parameter can be used per object to only focus the sampling on the shader(s) that need it rather than the whole scene
- SreckoM
- Member
- 379 posts
- Joined: 12月 2006
- Offline
- Tav
- Member
- 6 posts
- Joined: 3月 2015
- Offline
Thanks for the replies!
I have tried with a point light a point with a spot cone a grid and a grid with spot cone and all seem to have the same result.
I notice if i turn off motion blur it seems to clear up much better than with it on.
I will make an example scene when I get home to demonstrate this better but the color limit unfortunately does not really help in this senario.
Also the noise is in direct spec only and there is no indirect in the scene, and there are no HDRIs being used.
I have tried chaning the variance and samples on the direct from anywhere between
min 1 max 256 variance 0.002
to
min 10 max 256 variance 0.002
But u found this did not seem to affect the noise at all where as the pixel samples did.
I will post a render and example scene once i'm home tonight to give a clearer example
I have tried with a point light a point with a spot cone a grid and a grid with spot cone and all seem to have the same result.
I notice if i turn off motion blur it seems to clear up much better than with it on.
I will make an example scene when I get home to demonstrate this better but the color limit unfortunately does not really help in this senario.
Also the noise is in direct spec only and there is no indirect in the scene, and there are no HDRIs being used.
I have tried chaning the variance and samples on the direct from anywhere between
min 1 max 256 variance 0.002
to
min 10 max 256 variance 0.002
But u found this did not seem to affect the noise at all where as the pixel samples did.
I will post a render and example scene once i'm home tonight to give a clearer example
- circusmonkey
- Member
- 2624 posts
- Joined: 8月 2006
- Offline
- anon_user_37409885
- Member
- 4189 posts
- Joined: 6月 2012
- Offline
- Andy_23
- Member
- 918 posts
- Joined: 3月 2014
- Offline
- Tav
- Member
- 6 posts
- Joined: 3月 2015
- Offline
- Tav
- Member
- 6 posts
- Joined: 3月 2015
- Offline
- sidenimjay
- Member
- 702 posts
- Joined:
- Offline
this is purely a motion blur related problem, and can only be fixed using pixel samples, AFAIK
if you set the min/max back to the defaults : 1, 9, .05
and set the pixel samples to 16x16, you will see a nice render in the specular
not sure if this is the ideal solution, or the only one…perhaps another user may have another option
if you set the min/max back to the defaults : 1, 9, .05
and set the pixel samples to 16x16, you will see a nice render in the specular
not sure if this is the ideal solution, or the only one…perhaps another user may have another option
- Tav
- Member
- 6 posts
- Joined: 3月 2015
- Offline
Yeah that was what I had found but the scene I actually need to render is hugely complex and has hundreds of bits of geo like this so as you can imagine having 16x16 pixel samples is very expentive being about 10 hours or more a frame.
If anyone else has any tricks to get around this they would be greatly appreceated.
If anyone else has any tricks to get around this they would be greatly appreceated.
- circusmonkey
- Member
- 2624 posts
- Joined: 8月 2006
- Offline
Not sure I even see this as a valid example. One primitive tube 61 houdini units hi / no subdivision of the surface that travels 10 meters plus in .3 second with a area light intensity of 4096 .
If you look at the render image in mplay, there's no super bright pixels, the specular is just above 1 ( acceptable) . Turning to the mantra rop you have motion blur turned on and a motion factor of zero. Finally looking at the shader you have no displacement and specular intensity of 0.1
I think you must have a combination of issues but having a super fast thin moving object to camera, you should be increasing the motion factor value and lowering the pixel samples.
I have had a play with your scene and tried to make a more realistic set up in h14. Main thing was to up the motion factor and lower the pixel samples and just for added measure up the xform samples as the tube arcs towards the camera. Renders nice and fast . If its not the issue feel free to email a scene for me to take a look at.
Rob
If you look at the render image in mplay, there's no super bright pixels, the specular is just above 1 ( acceptable) . Turning to the mantra rop you have motion blur turned on and a motion factor of zero. Finally looking at the shader you have no displacement and specular intensity of 0.1
I think you must have a combination of issues but having a super fast thin moving object to camera, you should be increasing the motion factor value and lowering the pixel samples.
I have had a play with your scene and tried to make a more realistic set up in h14. Main thing was to up the motion factor and lower the pixel samples and just for added measure up the xform samples as the tube arcs towards the camera. Renders nice and fast . If its not the issue feel free to email a scene for me to take a look at.
Rob
Gone fishing
- anon_user_37409885
- Member
- 4189 posts
- Joined: 6月 2012
- Offline
- Tav
- Member
- 6 posts
- Joined: 3月 2015
- Offline
-
- Quick Links