![]() ![]() It is more evident in unbiased renderers than biased ones, or more difficult to manage at the very least. Can only hope one day they figure outa quick fix for the spec/noise issue. I have tried all manner of things to correct this, indlcuiing brightening scenes and/or lowering specular on some items or adding low spec shaders-some times helps but not by much. ![]() Indeed, I find specular is the beast we all have to wrestle with in render engignes. I would also change the material of that floor, make it more diffuse with less/no specular/reflection to see if that cleans up faster. If any of your lights fit that description, try removing the glass to see the difference. From memory specular reflections could always be tricky in octane, especially when there are light sources in the scene having to travel through glass-like materials like windows. The difference between the two scenes you posted, one has far more lighting and plenty of specular reflections. I would certainly try the AI lights, and also adaptive sampling if you are not already. I have not been using Octane actively for a while, but i think only extremely heavy scenes require that many samples normally. ![]()
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