All posts related to V2
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By Half Life
#333291
I didn't see it in the files but make sure that material for the white surface everywhere is set to RGB 225 (or less)... that can potentially be a big source of extra noise.

Bear in mind you can probably speed things up by using AGS instead of glass.

Best,
Jason.
Last edited by Half Life on Sun Nov 21, 2010 3:10 am, edited 1 time in total.
By JTB
#333295
This comes up all the time... "Use AGS, not glass..."
It seems Maxwell still has real problems with glass...or is it something we just say all the time with no reason!
Sure AGS can be a lot faster but for a building facade, not a simple case like this!
User avatar
By dubir
#333306
Thanks
i will do some test according to your replays
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By Mihai
#333310
Difficult to tell without a scene file, the materials look ok in the file you uploaded. A bit strange are all those bumpmaps that look very dark (Surface Style xx_bump.png).
One of your emitter materials is set to 16000 lumens, maybe that's part of the reason there is still a lot of noise. If you're using ML, trying turning on just one emitter at a time to see which one makes the most noise. That should give you an idea where to start optimizing the scene.
User avatar
By Bubbaloo
#333324
Your first material called "black" is semi transparent. I don't think it's supposed to be, since it is applied to the floor object. If you have 2 layers, both set to normal blending, and the opacity is set to 80 for the bottom layer, and 20 for the top layer, the result is 80% opacity. You should set the bottom layer at 100 opacity. Then add your transparency to the top layer to blend it with the fully opaque bottom (base) layer. Also, it's recommended to avoid 100% roughness for more natural looking materials. I haven't really looked at all of the other materials, but if they are like this one, that will be a large part of your problem.

Image
User avatar
By Bubbaloo
#333326
Your white material called style 52 has a color 255 in the Ref 0 slot. Using such high values of RGB will cause excessive noise. Use 242 maximum. And again, this material is set to 100 roughness, which will give unrealistic shading.
By zdeno
#333351
style 53 too

floor is unrealisticaly dark there is almost no bounced light to bottom of this white something.

and one funny thing

turn only DIRECT pass and watch how funny pattern is from this CUBE emmiter ;) is that it should looks like ?

edit: and this doubled floor with circle transparency , is it really needed ? at least turn this of from GI and reflection because it blocks light (maybe it is but I don't remember) .

edit2: some picture

direct pass , guess what geometry emiiter have.
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fast tunning SL 16

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