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Reducing Noise
The following guidelines can help you reduce noise in your renders:
- GI Clamp - Reduce Kernel > GI Clamp. This clamps the energy of rays, reducing fireflies and other noise. OTOY recommend values of 10-100x the inverse of the exposure. Try values from 1 to 10.
- - Enable Kernel > Adaptive Sampling. Adaptive sampling renders noisy areas with more samples.
- Caustic Blur - Increase Kernel > Caustic Blur. This smoothes out caustic and reflection noise. Try 0.3.
- Denoising - Enable Camera > Imager > Enable Denoising. This uses AI to intelligently denoise the render. You may also enable Denoise Volumes if there are volumes in your scene.
- Hotpixel Removal - Reduce Camera > Imager > Hotpixel Removal. This removes fireflies using a post-process. Try 0.5. Lower values may blur the rendered image too much.
- Emitter Geometry - When using emitter geometry, use low polygon surfaces, like a single polygon plane.
- Path Term. Power - If you have noise in dark areas, this may be due to paths being terminated early, so try reducing Kernel > Path Term. Power.
- Lighting and Exposure - If you need to set your Camera > Imager > Exposure substantially higher than 1.0, then there is not enough light in your scene. Increase the power of your emitters and/or HDR environment, then reduce your exposure to compensate.
- Portals - If your scene lighting needs to get into an enclosed space through windows, place Portals at the window openings.
- Fake Shadows - Try enabling Fake Shadows on your glass () materials.
- Emitters Behind Glass - Avoid placing emitters behind glass if possible. Try using an additional emitter over the glass instead, and hide its visibility using opacity (or light visibility options).
- PMC Kernel - If a majority of your scene lighting needs to pass through glass materials, an alternative is to try using the PMC Kernel instead of Path Tracing. You may also reduce Kernel > Direct Light Importance, to give greater priority to the light passing through the glass.
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