Author Topic: DoF & MB noise  (Read 29695 times)

2014-12-15, 23:15:38
Reply #45

Stan_But

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Looks like you lost the DOF somewhere
I guess somewhere in the Custom bokeh

2014-12-16, 00:00:53
Reply #46

cecofuli

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borisquezadaa, this is a very hard scene. Not only for Corona, but I think also for VRay, MR etc..
We have to admit (and Ondra also) That Corona isn't optimized to render this scene.

2014-12-16, 00:51:38
Reply #47

borisquezadaa

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Indeed, the DOF makes them impossible. Just checking the SamplerRate on vray side it shows a real nigthmare.
And yes, the custom bokeh was there to "reduce" the dificult dofness... XD.

I totally gave up. This is not possible yet (in reasonable time) and i really try. XD.
Fun to play with do.
What i do with Corona My Corona post of random stuff rendering
WARNING: English.dll still loading...

2014-12-16, 01:05:15
Reply #48

cecofuli

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2014-12-16, 06:08:42
Reply #49

fobus

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Is this scene available for download somewhere?

In first post You'll find initial scene.

2014-12-16, 16:13:54
Reply #50

Stan_But

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2014-12-16, 17:23:53
Reply #51

fobus

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In first post You'll find initial scene.

I think you need to keep it in the Signature ))

Done :)

Hope someone find a solution. Or may be even Ondra will have a look at this topic and clear some things.

2015-09-24, 16:37:46
Reply #52

Slazzo

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AA, MB and DOF are all sampled once for every camera ray, I would keep GI/AA and lights mult. to minimum allowed as they are sampled per each ray, reduce the `Max Sample Intensity` and maybe use a higher internal resolution with a more blurry filter, but Pavel you do have a hard example to sample without any biased approximations.

From the developers perspective, I think such mixed AA effects could be sampled better, if there was a way to increase the camera ray samples per object, a naive example would be, if the first ray hits a bbox of an object with motion blur, than throw more samples only to that object by a factor of userDefinedValue.