I created a simple bottle and applied a glass material using the new principled shader. When it comes to rendering the surface of the bottle turns out incredibly noisy, except the part on the front that looks like glass. I tried several solutions with light paths, sampling settings etc. but it doesn't change anything. Any thoughts on that? :-)
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Your lighting is using very bright mesh lamps and this isn't helping. You can get much better results by using Area lamps instead. Also, Branched Path Tracing can produce much better results with significantly less samples.
Here are the result I got with just a little tweaking :
This is simply using two Area lamps replacing the mesh lamps (scaled to the same size), each with Emission of 15 and with my own HDR image for environment (yours was missin). I swapped to using Branched Path Tracing, removed Clamping and Light Sampling limits and adjusted the Samples to favour Diffuse and Glossy. I also set the Render AA Samples to 10.
Rich Sedman
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can you elaborate on the difference between area lamps and Planes with emission shaders? – Dec 21 '17 at 00:00
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@cegaton I always thought area lamps were much more efficient than mesh lamps but I've just re-tried some comparisons and can't see much difference, to be honest. I'll need to look into that a bit more I think. The presumption was that the render engine could optimise area lamps more effectively - certainly you can set Multiple Importance Sampling on an area lamp - but I can't see much actual difference now. I think the main difference for the original question is to use Branched Path Tracing without Clamping. – Rich Sedman Dec 21 '17 at 00:31




Here is an image rendered with 2000 samples and denoiser. The background is a simple diffuse shader. Unfortunately there is no improvement. I don't quite understand why the bottle is losing its reflection.
https://imgur.com/a/fP0hR
– drmarzipan Dec 20 '17 at 16:40