10K samples and still noisy
10K samples and still noisy
Been rendering this for over 40 hours. Anyone want to lend a hand on rendering this?
Re: 10K samples and still noisy
Certainly are there improvements to make on rendering settings. You should really be prefering a blackbody emission, in case you used RGB. Be sure not to have omitted true depth to glass walls.
You can PM me a link if you want (skp or igs), ring my bell back in 24h if I have not answered then.
You can PM me a link if you want (skp or igs), ring my bell back in 24h if I have not answered then.
obsolete asset
Re: 10K samples and still noisy
Hi neo0., I'm posting my final answer publicly because it might be of help to others.
First off, please check the wikipedia page for a flame:
https://en.wikipedia.org/wiki/Flame#Com ... mperatures
Pick one temperature you see fit for a blackbody base emission (flame >> temperature, simple). Try using the linear tonemapping to aknowledge the effect of temperature well.
Then add MLT on top of bidir. There's glass involved, if noisy always add MLT on top (though you can try this last).
Finally prevent the intersection of glass objects with the shelf, the minimum distance from glass objects is 0.2mm (0.0002m). There must be such a gap, "contact" is a whole ideology
If you need one opaque object through glass walls, then poke holes into them.
First off, please check the wikipedia page for a flame:
https://en.wikipedia.org/wiki/Flame#Com ... mperatures
Pick one temperature you see fit for a blackbody base emission (flame >> temperature, simple). Try using the linear tonemapping to aknowledge the effect of temperature well.
Then add MLT on top of bidir. There's glass involved, if noisy always add MLT on top (though you can try this last).
Finally prevent the intersection of glass objects with the shelf, the minimum distance from glass objects is 0.2mm (0.0002m). There must be such a gap, "contact" is a whole ideology
If you need one opaque object through glass walls, then poke holes into them.
obsolete asset
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