Weapons

Started by yossam, February 22, 2016, 11:38:52 PM

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yossam

Still didn't quite make the noise disappear ....................... :-[

AP

#1
How high is your AA? That might be the issue, not enough samples perhaps?

Very cool small scene overall.    8)

Dune

Very nice. Grain is hard to get rid of. Did you ever experiment with an invisible illuminated sphere instead of lightsource? I actually don't know if that would lighten the area without grain....

archonforest

Cool idea!
I think you have to crank up the Atmo samples to get rid of the grain. I had a render not long ago that had only a light source as light and it was very noisy. Cranking up the samples handled it fully. Render time also went up of crs.  :D
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

yossam

AA is at 8, quality at 1 in first render. This is the same except quality is at 2. Atmosphere samples is at 64. Quality settings actually increased the light noise. Off to try some different things............especially Ulcos'. With quality at 2, render time was 20 minutes.............I've got all kinds of room to play with.  ;D

archonforest

Quality at 2? Wow that is a lot no?
I still try to double the atmo samples. In my last render I had to go around 100 or so... :)
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Dune

It works if you set luminosity and the object to invisible.

yossam

Lowered the quality to 1, AA 16, atmo samples 256. The only problem with using Ulcos' method.............the sphere is invisible, but the luminosity makes it visible again. Render time went to almost an hour.

masonspappy

Looks really good.   Can you texture the wooden planks and the metallic base?  Might give it a kickin' 3d look

Clay

Turn on Defer Atmo/cloud ? usually helps with the grain.

yossam

Thanks for all the comments............I haven't quit on it yet. Masonspappy............don't quite understand your comment about textures.  ???

Dune

Yes of course, but it's only the reflection that is visible. If you uncheck visible to other rays, that will dissappear, but I think the whole effect is gone then. But apparently also this illumination gives grain, perhaps logical. In fact there should be a mask on the atmo, to have no atmo at all in certain places, maybe that would help. But of course that's not very natural. Problems, problems, problems, sigh...

masonspappy

Quote from: yossam on February 24, 2016, 12:38:21 AM
Masonspappy............don't quite understand your comment about textures.  ???


Within your object models, open the parts shader until the materials entries are exposed (for the metal base and wooded floor), then under the color/specular/displacement  tabs , point to image files that are especially created for specular and displacement effects.

yossam

The wooden texture has diffuse, spec, and disp files...........it's mapped on a Terragen cube. The "base" metal for the crystal ball has only disp map. Most of the detail in both is lost in the lighting (IMO) will continue with this as time allows.  ;D

yossam

Remapped the textures for the wooden table and the crystal ball base...........any improvement? The light in the scene is from an invisible sphere with luminosity set to 20.................not near as much noise as b4, but still not really what I was looking for. Maybe AE could help with that.


Thanks go to Ulco for the lighting suggestion.