All posts relating to Maxwell Render 1.x
User avatar
By mverta
#219320
Okay, I'm going to be talking out of school here, because I generally don't do interiors, but I'm pretty sure that overall scene boundaries play a role in all this. I hope the entire other room is turned off! I would turn off absolutely everything that isn't in frame for starters. You can always turn it back on, but that includes your bushes outside the other room, etc.

try to reduce the scene boundaries to as localized an area as you can while still having what you need to cast indirect bounces, reflections, etc.

_Mike
By JTB
#219323
It is really strange to see all this noise.
From what I see the model is big and the view is just a corner of a room.
Try using only this as a model, save a copy of your file and remove everything you don't see. Try with the new model.

A general question to everyone...
If SL doesn't show the quality of the image, then what is it?
If someone tells you that an image is at SL 17, don't you expect to see a clean image?
User avatar
By zoppo
#219329
If someone tells you that an image is at SL 17, don't you expect to see a clean image?
that's exactly my point. it's very confusing.

as i mentioned above i started a render last night with all the deco things not in sight deleted, and it had reached sl15 this morning. i had to leave then, so no pics up to now, but i'll post them in a few hours. and at sl15 the noise was still very strong.

when i left i started another render with 210 white lambertian wall and lambertian floor as mike suggested. we'll see.

i had no time to remodell and actually cut the parts of the house not in sight, i'll do that when i get home.
By JTB
#219335
zoppo wrote: i had no time to remodell and actually cut the parts of the house not in sight, i'll do that when i get home.
I think this is the best thing to do.
User avatar
By zoppo
#219794
so - lots of news. not that good ones, i'm afraid.

in the 1st and 2nd i removed all furniture not in sight, but didn't remodell the house.

mihai's arch wall material and phys sky with sun. all windows ags. i changed the time so the sun did hit the room more direct (but that was not the look i was going for). SL 17.51
Image

wall lambertian, lighting with a hdri. SL 18.68
Image

and finally - i deleted everything not in sight. wall lambertian. glass ags, no glas in the window/door behind the camera. phys sky+sun. SL 15.51
Image

Image

i don't know what else to do ... neat image is no help because it kills the texturing of the wooden floor and it produces quite a lot of artifacts, especially in the shadows.

@hyperballad: thanks for the tip, but deleting the wall behind the cam totally destroys the mood of the pic.
By superbad
#219816
Try taking the bump off the wall material, it just looks like noise from this distance, and that might be what you're seeing. Also, that floor in the first two images is very shiny- you can see this in that mirror-like reflection to the right of the Saarinen chairs in the first image. Try dropping the Nd on that layer from 10 to around 2. I don't know if that will help with the noise (it might), but it will make the floor look a lot more natural.

This scene definitely shouldn't be that noisy, and you shouldn't have to cut out the walls to get there.
By raja
#219830
I have not done interiors so much, but maybe this helps a bit:

- use single mesh for any flat surfaces (like walls and floors).
- remove wall thicknessess (leave only surface that is visible), right now each wall is a box with six flat surfaces, you dont really need all of these.

regards,
By samsam
#219846
Zoppo,

I regularly feel your pain.

Generally speaking for interiors noise is unavoidable in Maxwell 1.1 - unless you have a large render farm and LOTS of time.

As others have said - get rid of any extraneous objects. Single poly lighting only. Place large single poly emitters in scene especially behind camera to add fill lighting. (This is crucial). More light = less noise. Maxwell's nemesis is darkness and shadowed areas.

(As I understand it and using gross simplification, the algorythms used in these kind of light transport renderers are about emphasising where the light is rather than where the light isn't. i.e. It's an additive process. Perhaps someone will one day write a form of inverted MLT that conceptually models the shadowed areas better and then find a means to merge the results...)

Try and get rid of any AGS glass windows and trick these in later with PS. - i.e leave a void. You need any available light to have travelled as simple a journey as possible.

Noise reduction filters are your friend.
User avatar
By Tim Ellis
#220102
Cheat mate. Use multilight and an additional emitter plane behind the camera. Most interior camera shots use a flash.

I found it helps clear up those hard to reach areas. ;)

Tim.
By JTB
#220111
This topic makes me very sad... Remove this, remodel that, cheat, use PShop,...all these suggestions should be for indigo or radium or kerkythea or... any free renderer :(
User avatar
By def4d
#220153
in fact nothing new, just what you'd do with another renderer : make your scene as light as possible
User avatar
By bodebodebode
#220738
Ok, i am sufering with the same problems, so i will share some info:

The main issue regarding noise with interior scenes is when you have Sunlight or Dome Light coming in from windows (with or without glass, AGS, or whatever)

When you have sun light or Dome on, at level 11 for instance you will have a lot more noise in comparision with the same scene, rendered until the same lv 11, but no sun or dome coming in from windows.

The annoyng about it, is that this is not constant, sometimes a scene cooks fine with "natural" light coming in, so a absolute truth about this is still away, at last for me.

The workaround I found is the obvious, placing large area emmiter outside, that is terrible talking about a light simulator renderer.

Anyway, maxwell still a Kid, so let's hope the new version solves or atenuate such key failures.
User avatar
By zoppo
#220741
sooooo - talking about
, that is terrible talking about a light simulator renderer.
no glass / ags in the windows, big emitters outside (with rgb values, kelvin gave me more noise?!), a flash light above the camera, reflective floor and non-lambertian walls with bump. everything not in sight deleted.

rendered at 3500x2100 to SL12.11 in about 19h with one x2-4800 - i used some slight noise reduction and could use it a full res. some post in ps.

i'm quite happy (and eagerly waiting for 1.2) 8)

full size (3mb)

http://www.3dkw.de/070412_innen2_o_nr.jpg
OutDoor Scenery Question

Hi Ed, I wouldn't class myself as a Maxwell Pro, […]

fixed! thank you - customer support! -Ed