Hello,
I wanted to try something different. This is done using path tracing renderer. There are still some noise in some areas but I have to limit render time.
Settings : Micropoly detail : 0.7
Antialiasing : 0.8
This time I used exaggerate surface detail.
David.
Wonderful render! The light is superb and veggies come out very well.
another one of these WOW!!!-renders - Great! :)
Beautiful! And a perfect showcase for path tracing, this quality wouldn't be possible without it.
Superbe rendu!
Top notch!
Excellent image
Truly beautiful! Is the AA really point eight?
Beautiful render. I have shared this on Twitter (@cloudsinmytea)
Thank you all !
QuoteIs the AA really point eight?
No of course, this was a mistake on my part, it was at 8.
David
Very nice! Very realistic. You may be able to save on Render time be lowering AA to 0.6 and upping voxel scattering quality.
Exceptional.
I notice you are using a lot of PBR textures. For close up non tiling work I really think this is the way forward.
Wonderful render. Love the vegetation and lighting!
- Terje
Wow, beautiful indeed! Were you using the new Robust adaptive sampling option? If not, you should try it, will probably increase quality/lower render time, especially for path tracing.
WAS, Voxel Scatter Quality is only going to have an effect if these are v3 clouds, which as has been discussed here before is not really necessary for thin mist like this. So if it is v3, rather than reduce AA and up voxel scatter, I'd just switch to v2 clouds, and probably save even more render time with higher lower noise results. Although changing to v2 clouds might take more adjustment time to match this result if it's already v3...
- Oshyan
Hi Oshyan !
Thank you !
Yes I did use adaptive robust sampling, with a setting at 1/256 first samples. And you're right, I used V3 clouds, out of habit. Next time for a scene like this I will consider V2 as a better choice.
David
Superb!
Excellent, bravo!
Quote from: Oshyan on November 28, 2018, 05:50:00 PM
Wow, beautiful indeed! Were you using the new Robust adaptive sampling option? If not, you should try it, will probably increase quality/lower render time, especially for path tracing.
WAS, Voxel Scatter Quality is only going to have an effect if these are v3 clouds, which as has been discussed here before is not really necessary for thin mist like this. So if it is v3, rather than reduce AA and up voxel scatter, I'd just switch to v2 clouds, and probably save even more render time with higher lower noise results. Although changing to v2 clouds might take more adjustment time to match this result if it's already v3...
- Oshyan
Funny. I use voxel scattering quality to literally reduce noise I'm haze lol.... On v2. The just released shield volcano had massively noisy v2 for the cosmic haze... Voxel scattering quality bumped by 50 exponentially reduced noise...
Seem you say a lot of stuff Oshyan... You yourself have told me to up this to reduce godray noise. Are you confusing 2d and 3d voxel noise?
Quote from: WASasquatch on November 29, 2018, 01:36:28 PM
Funny. I use voxel scattering quality to literally reduce noise I'm haze lol.... On v2. The just released shield volcano had massively noisy v2 for the cosmic haze... Voxel scattering quality bumped by 50 exponentially reduced noise...
"Voxel scattering quality" in GI Settings has no effect on Cloud Layer V2.
Quote
Seem you say a lot of stuff Oshyan... You yourself have told me to up this to reduce godray noise. Are you confusing 2d and 3d voxel noise?
To reduce godray noise, the advice would be to increase "Ray march quality" on the cloud layer itself, or increase AA.
Fantastic render, great job man!
Looking forward to see the fresh clean render and hopefully a little little bit bigger?
Quote from: Matt on November 29, 2018, 04:08:54 PM
Quote from: WASasquatch on November 29, 2018, 01:36:28 PM
Funny. I use voxel scattering quality to literally reduce noise I'm haze lol.... On v2. The just released shield volcano had massively noisy v2 for the cosmic haze... Voxel scattering quality bumped by 50 exponentially reduced noise...
"Voxel scattering quality" in GI Settings has no effect on Cloud Layer V2.
Quote
Seem you say a lot of stuff Oshyan... You yourself have told me to up this to reduce godray noise. Are you confusing 2d and 3d voxel noise?
To reduce godray noise, the advice would be to increase "Ray march quality" on the cloud layer itself, or increase AA.
Good to know I guess, though I've been using this to decrease noise in many scenes, for example the my jumping on the haze kick where it had a very noticeable difference with V2. Remember, I am limited to AA 0.6 so noise is pretty much always a battle and needs to be overcome on a per-scene a lot.
Though that begs to question, what about V2's Voxel Buffer? May need clarification to the statement.
Quote from: WASasquatch on November 29, 2018, 04:59:22 PM
Quote from: Matt on November 29, 2018, 04:08:54 PM
"Voxel scattering quality" in GI Settings has no effect on Cloud Layer V2.
Good to know I guess, though I've been using this to decrease noise in many scenes, for example the my jumping on the haze kick where it had a very noticeable difference with V2. Remember, I am limited to AA 0.6 so noise is pretty much always a battle and needs to be overcome on a per-scene a lot.
Though that begs to question, what about V2's Voxel Buffer? May need clarification to the statement.
The voxel buffer can optionally be used to cast shadows (and other options available on the Optimisation tab), but none of those applications of the voxel buffer create pixel-level noise, so there are no quality controls associated with them. "Voxel scattering quality" affects exactly one thing: the number of rays scattered through Cloud Layer V3 and Easy Cloud to calculate multiple scattering at every pixel (and this does create noise).
Further discussion should move to another thread, so we don't take away from David's image.