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Noise V2

Posted: Fri Apr 02, 2010 2:28 am
by davidhard
So I thought version 2 was supposed to reduce the amount of noise in a rendering. I'm finding that I'm getting even more noise with version 2. I tried re-rendering a scene that I had already rendered with version 1 and it came out terrible. I tried taking out the little emitters I was using as light bulbs (modeled as little flat triangles) and that seemed to clear up the noise a little bit. Are there new techniques I should try in version 2 if I want to use emitters to make lamps, spotlights and such?
Also, the Mxed app crashes a LOT. Any one else having issues with Mxed crashing?

Re: Noise V2

Posted: Fri Apr 02, 2010 1:56 pm
by dubir
Hi
unfortunately I am too struggling with the program a lot
because of the noise i can render only in resolution 1240X850dpi (A5) it takes 60 min to finish one render in 15SL .
Many times i give up the idea of render in Maxwell and do it in Formz .
in formz i finish 3 renders 150 dpi A3 size in 60min.

i also buy one node licence and doing test in coop jobs , maybe you can try doing it .

yes i have to say it is frustrating.
But to be honest the Maxwell render looks great !

I really hope it will be better in the future to come .

what about the decals how do you manage with it ?

Re: Noise V2

Posted: Fri Apr 02, 2010 7:23 pm
by davidhard
I haven't really tried doing decals in Maxwell yet. I would love to though. I do a lot of renderings of labels on wine bottles for clients but usually just stick to FormZ because it's faster. I would love to get the realism of Maxwell though. I usually only use Maxwell to render architectural scenes (which is why I need to use things like spot lights and lights in lamps). It seems like the emitters I'm using are causing a lot of the noise in a scene. I tried letting a scene render for 24 hours and it's still too grainy.

Re: Noise V2

Posted: Tue Apr 13, 2010 3:30 pm
by Steven Houtzager
As far as decals, Maxwell does not read FormZ's decals, just texture maps. What I do is create some custom geometry in FZ that will hold the texture map and use a separate transparency map. There is another way by using decals created by MXED but I don't use that method.

I found MXED v2.0.2 to be unstable. Either .1 or .3 have been stable for me.

Interiors are always going to create the most noise. I have found not to put shiny materials in shadow areas as they will just be noisy. There is also a photoshop pluggin from neat image that will get rid of some remaining noise.