Author Topic: Noise level  (Read 2323 times)

2019-12-12, 12:50:53

Relight

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Hi,
I'll suggest in next version to add a command to tell to the render engine to calculate the noise level not taking in account the background, so looking only for the geometry.
I.e. rendering an external view of a building, there is a great area of the image occupied by the sky, taking into account the whole image the noise level is very low for the sky but high on the building, so the mean value is low and the render stops.
There is the option to use passes limit, but I can't know how much passes are enough to clean the image and noise limiter is esasier.
Alessandro

2019-12-12, 14:24:12
Reply #1

romullus

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  • Let's move this topic, shall we?
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Moving this to feature request board, as it has little to do with bug reporting.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2019-12-12, 15:01:24
Reply #2

Designerman77

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Hi,
I'll suggest in next version to add a command to tell to the render engine to calculate the noise level not taking in account the background, so looking only for the geometry.
I.e. rendering an external view of a building, there is a great area of the image occupied by the sky, taking into account the whole image the noise level is very low for the sky but high on the building, so the mean value is low and the render stops.
There is the option to use passes limit, but I can't know how much passes are enough to clean the image and noise limiter is esasier.
Alessandro




Good idea !
I also suggested to calculate more intense in the areas of shadows, because lighter areas clean up quicker.
Already posted this month ago.

Maybe Corona devs will succeed to implement it. Would save tons of time.

2019-12-12, 15:14:40
Reply #3

maru

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I suppose this falls into a general "improve how noise limit works" request.

About this:
I also suggested to calculate more intense in the areas of shadows, because lighter areas clean up quicker.
Already posted this month ago.
Currently less samples are devoted to shadowed areas and this is actually intentional. I do not remember why exactly it was changed, but I think it was related to the shadowcatcher material.

We will definitely look into both issues.
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