Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: frito23 on 2014-10-14, 19:27:31

Title: Indirect Light noise
Post by: frito23 on 2014-10-14, 19:27:31
I couldn't find anything about lowering the noise in indirect light.

I attached some files to show how much noise the indirect light has compared to the others passes.
(thanks for the member phadron for sharing his scene that i used for the render).

Title: Re: Indirect Light noise
Post by: Ondra on 2014-10-14, 19:56:15
this is perfectly normal since indirect lighting is more difficult to compute, especially in such simply-lit scene
Title: Re: Indirect Light noise
Post by: maru on 2014-10-14, 20:15:35
You can try lowering LSM (light samples multiplier) to equalize the quality of direct and indirect noise. Just don't change values too fast. Lower LSM a bit, test. It should make the rendering faster to achieve the same level of noise.
Title: Re: Indirect Light noise
Post by: frito23 on 2014-10-14, 23:07:53
Thanks for the tips, but I changed the LSM and the noise is still the same.
The previous one I rendered at the default value.

Title: Re: Indirect Light noise
Post by: romullus on 2014-10-14, 23:20:28
Compare not for passes but for time and you'll see difference.
Title: Re: Indirect Light noise
Post by: frito23 on 2014-10-15, 07:13:12
Compare not for passes but for time and you'll see difference.
Yep, but I want to make less noise, noise free, like if my GI in vray gets grainy I just need to increase the subsamples.
Title: Re: Indirect Light noise
Post by: romullus on 2014-10-15, 09:33:39
If you increase samples in Vray, it will takes longer to produce final result, right? So why do you think Corona should act opposite?
Think about that: if you decrease LSM, direct light will gets less samples with each pass, so renderer will calculate more passes in the same amount of time. More passes means that indirect and AA will be more clean
Title: Re: Indirect Light noise
Post by: maru on 2014-10-15, 10:10:15
You should make a test with fixed time, not passes.