Please check this video:
I am trying to kill the noise on floor reflections & metallic chair, you can see the noise easily.
I tried first to use Adaptive Sampling. I tried 3 values from min to max.
As you see there is no difference in noise / rendertime.
So Adaptive Sampling is not helping me on that noise?
The view also kind of tell about that, since there is no red anywhere…
Using Denoising and FireFly filtering will not bring any solution on this noise:
This far the only solution was to raise samples to 64
But the render time naturally jumped to 40 sec/frm
If you have any other solutions, please let me know :)
I tested if the material from the Unreal Engine conversion were reason to this issue, but no.
Even with native Omniverse materials, the same noise is in the rendering:
Hello @pekka.varis! I’ve shared your question with the rendering team for further assistance!
Hi @pekka.varis it looks like you are using motion blur. Currently adaptive sampling is not supported with motion blur, but we intend to add that in the near future.
I wonder, do you see any effect from the adaptive sampling if you don’t use motion blur?
Thanks for the advice. But unfortunately adaptive sampling did not solved that noise. I tried 3 different settings:
Any other ideas, before I just give up and crank up the samples / rendertime?
I see you are trying hard to solve this with changing a lot of settings. Some will help, and some won’t However you are rendering at very low settings. For final final high quality you need to rendering at least at 256 samples. At least. 32, 64, etc just will not be enough for true flicker free renderings. I would consider 64 “medium” quality. You don’t need to adjust “samples per pixel per interation”. That does not change a lot here. Nor does Subframes for motion blur. It is all about the Path trace samples. Try it at 256. Yes it takes longer, but you will get better results. Path tracing is expensive. Have you tried this in Realtime mode ? You can get almost the same look in realtime with the right settings. Also try with and without adapative sampling. It can make it worse if you don’t get the settings just right.
Ok, cool. Maybe I focus instead to optimize Realtime RTX settings as good as possible for this scene and then just render in path traced more with more samples.
So samples per pixel per interation is effective only for multi GPU machines?
Great, yes let me know how that goes. In realtime, you have direct lighting, and indirect. In Indirect you have both GI (Global Illumination) and AO (Ambient Occlusion). AO has both shadow detail and ambient lighting. GI will give you more realistic results than AO lighting but it can be a little noiser for animation. So experiment with both. You can get some amazing animations in near realtime with it.
Yes “samples per pixel per interation” is a setting to control the distribution of workload across mgpu. It is not as important as regular samples
Hey, I tested it so hard!
Please check the video , tell me what do you think? Crazy this is that no matter how much samples I add with 5 motion blur samples, it just look the same and render in 1,7 sec.
Finally my best settings are the last video:
2000 samples per pixel per frame
2000 path traces samples
25 motion blur samples
Renders in 8 sec / frame
8 x A10 GPUs at Amazon.
Thank you for you help!