Author Topic: Ambient occlusion a lot of noise v1.52  (Read 4569 times)

2016-11-20, 09:16:32

Richard_Vivanco

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Hi there
Im newbie with this great render engine.  Im testing lights, this scene have hdri and corona sun to generate more shadows.
My question is about AO, it have a lot of noise .... (see the image)
I try with and without denoising option in ctextmap render element.
I set 3 minutes for rendertime
Any idea?
Thanks.

2016-11-20, 11:09:57
Reply #1

FrostKiwi

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AO is supposed to be used for masking (I.e. dirt) only, not as a part of the scene's shading. Furthermore it is very naive, as it produces just grey gradients, by doing per pixel sampling. The higher the radius, the simpler the geometry, the more it will seem, that noise never goes away, as you enter the territory of diminishing returns.
It is not part of the main rendered scene and is a separate pass, that is being computed seperatly.

It has two quality settings. One in the material and the correlation to AAvsGI, as in how many rays are cast in total per pass.

The one in the material sets how many rays per pass compared to other rays, like GI, are being cast.
The one in the material is the one you should increase to get better quality, at the cost of the rest of the render being rendered more slowly, as AO "steals" processing power from the "rest" of the image.

As far as I recall, Default AO is pretty low on the rays being cast side, as such you have to take many passes, to get a smooth result. If you do many passes and low rays, you "waste" processing power on sampling (AA).

But this is usually none of the users concern, as the engine is supposed to regulate that, but since we are in a seperatly computed pass, the render engine does not auto adjust via adaptivity and we have to get dirty.

The default assumes, that you have low radius and use it as a mask for materials. If you have different needs, like higher radius or extra compositing in Post, then you have to increase quality.

Here is a tutorial, that shows how it is supposed to be used, in its default state.
I'm 🐥 not 🥝, pls don't eat me ( ;  ;   )

2016-11-20, 14:37:12
Reply #2

Ludvik Koutny

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I guess you can just raise samples value in your AO map. That should result in your AO pass cleaning up at faster rate

But as SairesArt already pointed out, AO pass is useless for any renderer that does not use interpolated primary GI, such as Corona. It will add some rendertime and make your result look worse in return. It's a loss/loss scenario.

Only reason it could be useful for is getting extra clay render at the same time with beauty pass, but even in that case you are better off with choosing CShading_RawComponent render element set to diffuse.
« Last Edit: 2016-11-20, 14:43:39 by Rawalanche »

2016-11-20, 23:45:23
Reply #3

Richard_Vivanco

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Thanks for your support.
I increase render time and now AO looks good.  But as you said is not a good solution.  In some areas is necesary extra contact shadows that AO can provide.
I will continue testing this amazing render engine.
Thanks

2016-11-21, 07:45:48
Reply #4

FrostKiwi

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In some areas is necesary extra contact shadows that AO can provide.
Unless you go for a styilized style, absolutely not.
This is a fake, that was supposed to cheat around having GI. It is not a real life effect and will not hell you achieve life like images, unless you are shooting for a stylized approach.
Corona is already Physically based and does not use non physical based fakes for shading.
« Last Edit: 2016-11-21, 08:40:28 by SairesArt »
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2016-11-22, 19:23:52
Reply #5

Richard_Vivanco

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Hi... yes it looks like Corona works very fine in terms of physically lights and materials.

thanks again.