Ok, 29th times the charm? not really. specular indirect is a tiny bit better, but i think im going to need to crank up the samples even more For this one i dropped the diffuse a little bit and raised the specular samples and the ray depth, I also upped the low light threshold by 5 times the diffuse looks ok despite…
Ok, here is another crack, the AOVs seem to have actually rendered this time. I added a skydome light with a HDRI map on it, the yellow and red light at the end is an emmisive, so i may try swapping that out for a proper mesh light Diffuse direct diffuse indirect emmision specular direct specular indirect
This one took almost 2 hours looks like there is a bit of noise in the diffuse indirect and a whole but load of it in the specular indirect, specular direct looks pretty clean tho all of the lights were set to 15 samples to fix the specular indirect, do I just need to crank up the specular samples? (thats what the…
Yeah mate, it's just a matter of raising the spec samples and maybe lower your diffuse samples and increase the camera samples(not by too much as it's a global multiplier)Another thing you could try is raising the low light threshold to reduce the render time.Are you using a .HDR in the skydome light? If so, did you raise…
That exposure control analogy makes it so much clearer, cheers! From memory I did experiment with the samples in the atmosphere shader, but I cant actually remember 100% so ill have a bit more of a play with that one the following renders are using camera exposure rather than adjusting the lights themselves, I havent had…
Hello all working on a sci-fi hallway scene that will probably end up just being a wallpaper (not sure if that's relevant or not) I'm very knew to rendering, so this is serving as my learning the basics and experimenting project I have a few questions and I will post some renders at the end (they are mostly low res as the…
The best workflow is to add AOVs for direct/indirect diffuse/shadow/spec. This way you can isolate the passes and see exactly where you need to increase samples so you not unnecessarily adding samples and render time in areas that don't need it. I HIGHLY recommend doing this. This is a balancing act to reduce noise and…