Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: Jorge Sanchez on 2022-07-08, 20:51:11
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Hello, hope someone can help. I created an animation but it has fireflies all over some materials, especially floor and glass. Any help in getting rid of these is greatly appreciated.
Thank you.
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We'd need some more info - version of Max, version of Corona (please give version, not "latest", in case what you think is latest is not in fact the latest ;) ), and some scene settings, for example were you rendering to a noise target and if so what was the target, was denoising used?
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Did you use displacement on the floor and wall tiles?
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Thanks for your prompt response guys.
TomG,
3ds Max 2022.3.3 Security Fix
Corona version: 7 (Hotfix 1)
(see settings in attached)
romullus
I used displacement only on the two different floor tiles not on white wall tiles.
(see settings in attached)
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romullus
I used displacement only on the two different floor tiles not on white wall tiles.
(see settings in attached)
Could you try to render few frames without displacement and see if that makes the difference?
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I set another animation with bump set at 0.2 instead of 1.0 and glossiness Roughness at 0.5 from 0.2. All other settings the same. Will post results.
Is there anything else that can help this issue?
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Hi,
Have you tried using Corona 8 HF 2 and Corona physical MTL for glass and floor?
You can also take help from these articles that can help you identify the issue: https://support.chaos.com/hc/en-us/articles/4528247036305-How-to-get-rid-of-excessive-noise-
https://support.chaos.com/hc/en-us/articles/4528507399441-What-is-Max-Sample-Intensity-MSI-
https://support.chaos.com/hc/en-us/articles/4528617365649
I hope this helps.
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I think the main issue here was rendering for only 15 passes. This is definitely not enough to get good-looking results with no noise/fireflies.
I would advise rendering at least 50 passes (preferably with a denoiser) or at least 100 passes for final quality frames (sometimes even more may be needed - this depends on scene complexity).