Author Topic: Noise in the reflection table: bug?  (Read 40586 times)

2013-05-19, 18:07:51

cecofuli

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Hi,

as you can see, in the ceiling and windows I don't have noise.
but look at on the glass table (glass wit absorption).
You can see clear a lot of noise. Why?
DOF with Corona. Corona settings are default.


2013-05-19, 18:58:58
Reply #1

Polymax

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You can try render this view in the alpha 4 version?
Corona - the best rendering solution!

2013-05-19, 19:02:23
Reply #2

cecofuli

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I use alpha4 =) Cause the good old "blur bug" in the daily version. And I don't know if it is fixed.

2013-05-19, 19:31:10
Reply #3

Polymax

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I talked about the noise in reflection still in alpha version 3, keymaster said that fixed, it seems that is not fixed (
http://forum.corona-renderer.com/index.php/topic,377.0.html
Corona - the best rendering solution!


2013-05-19, 19:41:12
Reply #5

Polymax

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You publish this work as done? Beautifully turns out!
Corona - the best rendering solution!

2013-05-19, 20:34:49
Reply #6

cecofuli

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2013-05-19, 20:38:45
Reply #7

Polymax

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Great! I Like it!
Corona - the best rendering solution!


2013-05-19, 23:15:00
Reply #9

Chakib

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2013-05-19, 23:22:35
Reply #10

cecofuli

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Chakib, it's just a simple coffee, but thanks. The shaders are in WIP, as many other stuff.
Another view.
Again, look the noise on the table, after 3 hours... :(


2013-05-19, 23:22:53
Reply #11

Ondra

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This is not a bug, just fewer samples are taken when the rays bounce from the table. Corona currently uses NO adaptivity. Just imagine the speed after I add it :D
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-19, 23:24:40
Reply #12

cecofuli

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This is not a bug, just fewer samples are taken when the rays bounce from the table. Corona currently uses NO adaptivity. Just imagine the speed after I add it :D

So, do I just need time to remove the noise? When you'll add the adaptivity ^____^' , like in VRay?
and, what about the shadows through the solid glass?
As you can see in my floor, now I use a solid glass with "cast shadows" option disable in the shader.
« Last Edit: 2013-05-19, 23:26:44 by cecofuli »

2013-05-20, 00:01:22
Reply #13

racoonart

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This is not a bug, just fewer samples are taken when the rays bounce from the table. Corona currently uses NO adaptivity. Just imagine the speed after I add it :D

May the force be with you! (and with us afterwards!) If you'll make something as powerful as vrays dmc... man, i don't even find something i can say after that :) DMC + Corona fancyness ... wonderful
Any sufficiently advanced bug is indistinguishable from a feature.

2013-05-20, 00:08:44
Reply #14

Ondra

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This is not a bug, just fewer samples are taken when the rays bounce from the table. Corona currently uses NO adaptivity. Just imagine the speed after I add it :D

So, do I just need time to remove the noise? When you'll add the adaptivity ^____^' , like in VRay?
and, what about the shadows through the solid glass?
As you can see in my floor, now I use a solid glass with "cast shadows" option disable in the shader.
yes, I'll get to it, it's just that I'll need to again dig deep into the core to make that happen. So give me a week or two
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-20, 09:54:44
Reply #15

Ludvik Koutny

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If your light sources are large (like windows) then caustics will not converge that slow. Try to set Max sample intensity to about 20, enable shadows in your glass material, and render close up of the chair shadow. I think the shadow will not be opaque, but will converge fast ;) The extreme clamping scenario usually happens only in cases with very small and bright light sources in a very dark environments ;)

Max. sample intensity (MSI from now on) does not make shadows opaque, or disable caustics. It just throws away samples that are significantly different than the average of samples taken from the given point. So if you have very large light, like window, where it will be very easy to calculate caustics even using regular path tracing, then not many samples will have significantly different value than the rest, so not much data will by thrown away and you should get transparent shadows with soft caustics. ;)
« Last Edit: 2013-05-20, 10:00:14 by Rawalanche »

2013-05-21, 11:22:34
Reply #16

cecofuli

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Again, noise in DOF, like in my old child bedroom. Also, fireflies on transparent chairs.
About DOF, I think I cannot do nothing. 8 hours and 450 passes are too much. I think Keymaster must to do something =(
For fireflies, if I disable the light, everything is ok. But, in the light option, I don't have "disable in reflection/refraction"
Corona parameters as default ( PTS= 32 , MSI 20 )
Some suggestion?  I cannot send to my client rendering with this noise...



2013-05-21, 11:35:10
Reply #17

Ondra

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PT samples are 16 by default, right? And you should lower it if you are using DOF, to about 4
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-21, 11:37:14
Reply #18

cecofuli

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No, 32, as in the interactive Guide. But I try with 4 in a crop. What about the white fireflies?

2013-05-21, 11:59:49
Reply #19

Ondra

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you can try for example disabling the visibility of the light, or lowering max depth
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-21, 12:02:40
Reply #20

cecofuli

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Better with PT= 4. Max depth = Ray Depth? Now is 25, by default. Usually in VRay is 5. Or am I wrong?

2013-05-21, 12:38:45
Reply #21

cecofuli

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The only way to "solve" (It's better say reduce)  the fireflies is changing "Internal res" from 2 to 4.

2013-05-21, 12:47:21
Reply #22

cecofuli

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Or use this free tools. But, obviously, it adds "blur" to the  rendering.

Defly - firefly and hot pixel noise removal tool
« Last Edit: 2013-05-21, 12:52:39 by cecofuli »

2013-05-21, 14:23:24
Reply #23

maru

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Or render in huge resolution with "do antialiasing" disabled and then downsample in photoshop.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-05-21, 14:26:46
Reply #24

Polymax

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Quote
Also, fireflies on transparent chairs.
This is Alpha-4 bug! In the last builds is fixed!
Corona - the best rendering solution!

2013-05-21, 14:30:11
Reply #25

Ondra

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It does not necessarily needs to be. If there is a complicated glass structure, then since on every surface you have both reflection and refraction, the number of possible paths grows exponentially with ray depth, and you get something with fractal behaviour. If you the have thousands of possible ray directions for single pixel, the probability that some of them hit the sun randomly grows, and so you get frequent bright spots. This is physically correct behaviour, and Corona should converge to the physically correct result in the long run, although it is certainly undesirable for this kind of renders.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-21, 15:04:55
Reply #26

Polymax

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Here are the fireflies on transparent objects (post from mantis).
Or is it not?
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2013-05-21, 15:18:13
Reply #27

Ondra

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which ID is this, this looks like good old NaNs
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-21, 15:42:40
Reply #28

Polymax

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0000231
Corona - the best rendering solution!

2013-05-22, 11:47:16
Reply #29

cecofuli

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With the new version, noise and fireflies. But after 9 hours, the noise is too much.
Any suggestion?



2013-05-22, 12:20:17
Reply #30

maru

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More PTS, less MSI.

You can try selecting a small square on the noisy area and letting it render for the same amount of passes that you got after 9 hours. Try changing lights samples multiplier.

You could also show HD cache settings.
Marcin Miodek | chaos-corona.com
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2013-05-22, 12:30:59
Reply #31

Polymax

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You can post part of scene (with noise and fireflies)? I would tried to help.
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2013-05-22, 13:44:50
Reply #32

cecofuli

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PTS = 4 for DOF, as Ondra suggested me.  MSI = 50 for better highlight.
HD as default. Never change.  I'll rty with crop and see what happen.

Yes, I have the scene both in VRay and Corona.
I want to clean-up and post here both files.
With VRay and sub-pixel mapping OFF was impossible to render in decent time.
When buckets are  over transparent chairs, DMC sampler becomes CRAZY!!!
This is a "big problem" in VRay, as Vlado wrote me. 
Look my old VRay thread  LINK

If you want to compare VRay and Corona (or MW, Arion, Octane) sub-pixel mapping must be OFF.

IOR for chairs is wrong. And I don't like the shader/color. But this idea is from my architect :(
S curve, CC , Sharp and denoise in PS


« Last Edit: 2013-05-22, 13:53:19 by cecofuli »

2013-05-22, 14:34:29
Reply #33

maru

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HD as default. Never change.
Maybe you should try with different settings. You can always revert to original values with right click.
Marcin Miodek | chaos-corona.com
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2013-05-22, 14:36:22
Reply #34

cecofuli

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2013-05-22, 15:00:55
Reply #35

cecofuli

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With the  new daily build, something different in the chairs reflection.
I change a little bit the power of lights, but not the IOR...
I don't like the "back table reflections" inside  the chairs... =(
 
PS: no fireflies ;-)


2013-05-22, 15:03:52
Reply #36

Ondra

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yes, it behaves differently, I'll look into it today or tomorrow
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-22, 15:05:53
Reply #37

cecofuli

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Ok. Thanks! And... do you have some suggestion for the noise in the black area?

2013-05-22, 16:02:08
Reply #38

Ondra

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no... either give it more time or wait for the adaptivity ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-25, 19:00:07
Reply #39

cecofuli

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Here the scene just for testing purpose.

As you can see, after one hour, for this resolution, is enough and with double time we don't have significant improvement in the noise quality. (PT+HD)















« Last Edit: 2013-05-25, 19:02:00 by cecofuli »

2013-05-25, 19:04:06
Reply #40

cecofuli

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But I don't understand the differences between PT-HD (lighter) and PT+PT (darker)


2013-05-25, 19:13:22
Reply #41

cecofuli

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Here a render at 3000px after 9 hours!!!
Good quality after 3 hours, but the noise, created by lights on the reflective surface, is still here =(
Ondra needs to works on this "bug-problem".
 
PTS = 6
MSI =  20
Lights samples = 4


« Last Edit: 2013-05-25, 19:15:54 by cecofuli »

2013-05-25, 19:23:35
Reply #42

Polymax

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try set refl.gloss to 0.99 or (0.999) for clear refl, in the alpha 3 it's help me.
Corona - the best rendering solution!

2013-05-25, 19:34:20
Reply #43

cecofuli

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2013-05-26, 18:32:03
Reply #44

cecofuli

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Polymax, I didn't solved the problem with glossy at 0.99.

sole sligtlhi better result with Lights subdivs, but... I thing we have to wait Ondra and new Corona render.
Too much noise in the reflection lights, after... 18 hours!!!  (Final output 3K)

« Last Edit: 2013-05-26, 18:34:05 by cecofuli »

2013-05-26, 19:45:09
Reply #45

Polymax

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In light sources (hidden illumination) visibility is on?
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2013-05-26, 19:51:52
Reply #46

cecofuli

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2013-05-26, 20:52:19
Reply #47

Polymax

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I tried to repeat, well, maybe other conditions ...
Corona - the best rendering solution!

2013-05-27, 00:38:58
Reply #48

cecofuli

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2013-05-28, 18:48:31
Reply #49

Polymax

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I did a quick test.
Slightly changed the render settings.
Crop mode rendering (therefore, the noise is more than a "view" mode), 250 pass
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2013-05-28, 18:51:32
Reply #50

cecofuli

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Interesting. What's about the noise on the chrome spotlight, on the top-right side of the brown ceiling? 
Obviously, what did you change? =)

2013-05-28, 19:04:46
Reply #51

Polymax

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Interesting. What's about the noise on the chrome spotlight, on the top-right side of the brown ceiling? 
Obviously, what did you change? =)
ok. i try crop render of chrome spotlight!
I slightly changed the render settings.
Tonight I will render in high resolution, tomorrow will show the result :)
« Last Edit: 2013-05-28, 19:08:50 by Polymax »
Corona - the best rendering solution!

2013-05-28, 19:27:36
Reply #52

cecofuli

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Can I ask you what parameters did you change? MSI? Lights samples?
Is the DOF off? Why?

2013-05-28, 19:44:50
Reply #53

Polymax

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I reset renderer to default and changed:
1. Exposure compens = 4
2. Highlight comp = 5
and that's all :)
Well I need more time to achieve the best result, so tomorrow I will see what should be changed more (after hires render) :)
Corona - the best rendering solution!

2013-05-28, 19:57:45
Reply #54

cecofuli

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2013-05-29, 07:33:33
Reply #55

Polymax

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I'll have to test with your scene, but now the result is:
What do you think?
PS. I use the method of solving the problem "step by step", so while rendering without the DOF! ;)
Corona - the best rendering solution!

2013-05-29, 09:30:45
Reply #56

cecofuli

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Good, but, as you can see on the chrome lamp, after 4 hours, still very noisy. Can you share your renderer setting by a screenshot?

2013-05-29, 10:01:55
Reply #57

Polymax

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I tried to explain in the picture:
Corona - the best rendering solution!

2013-05-29, 10:05:19
Reply #58

cecofuli

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So, you suggest me to replace the real CoronaLights with Mesh + CoronaMtl emitters? Ok, I'll try...

2013-05-29, 15:35:48
Reply #59

Stan_But

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Quote
So, you suggest me to replace the real CoronaLights with Mesh + CoronaMtl emitters? Ok, I'll try...

light mesh emitters are very noisy now. As and very many lights too.
Corona lights + coronaconstant mat will help you get out from noise

2013-05-29, 16:14:10
Reply #60

maru

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Try this:

PTS: 24
LSM: 1


HD CACHE:
PT SAMPLES: 1024
pos sensitivity: 10

refl glossiness threshold: 1

Region-select a small square with lots of noise and render.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-05-29, 16:30:57
Reply #61

Ondra

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it is not that simple, you will get different results (noise-wise) when rendering small region/entire picture with HD cache - small region will not properly fill the cache.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-29, 16:59:29
Reply #62

cecofuli

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Try this:

PTS: 24
LSM: 1


HD CACHE:
PT SAMPLES: 1024
pos sensitivity: 10

refl glossiness threshold: 1

Region-select a small square with lots of noise and render.

Hi maru,
ok, I'll try a 1080p resolution tonight ;-)

2013-05-29, 21:55:45
Reply #63

maru

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it is not that simple, you will get different results (noise-wise) when rendering small region/entire picture with HD cache - small region will not properly fill the cache.
This explains a lot. :)
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-05-30, 12:26:29
Reply #64

cecofuli

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Nothing to do...
With LSM: 1 I have a lot, a lot of noise coming from the arealight (areashadows)
Much better with LSM = 20 or 30.
The noise in the glossy surface, there lights are reflected still here.
After many test, I think the "solution " in to wait Ondra ;-)