Doesn't seem to matter what I try, I can't get rid of the grainy noise in my interior Phoenix FD smoke simulation. I have reset the V-Ray renderer with the exception of turning off the time limit (set to 0). The scene is completely lit by indirect lighting; so a bounce from the sun on the floor, a mesh light on the ceiling, and three VrayLightMtl screens. What I don't understand is the smoke itself seems completely unaffected by the GI.
When I look at the GI render element, the smoke is completely black in all situations, whether I set the Smoke Color > Scattering to be 'Ray-Traced', 'Disabled', 'Approximate', or 'Approximate+Shadows'. If I set it to Ray-Traced, the Light Cache calculation essentially freezes, estimating 6 hours to complete. I can't find a way around this, so I move on to Scattering > Disabled. The light cache now calculates quickly, same result with Approximate and Approximate + Shadows.
If I do BF/LC, the whole scene is relatively noisy, claiming it'll be done in roughly 3 hours for the frame. The SampleRate element is largely white with some wide green/blue areas and red around the edges. All VrayLightMtl / Mesh Light items are rendered sharp and clear, but the rest of the scene (both Smoke) is still noisy and unusable, even through the scene. Smoke seems very dark for a constant color of white. After 20m I cancel it as it's still not usable after 135 passes.
If I do IM/LC, the scene looks crystal clear but the smoke is noisy. SampleRate element shows scene mostly blue except VrayLightMtl items and smoke which are pure white with green edges. Smoke has same noise as before. From what I understand, white means it's still working on improving noise there so I let it go for 30m on it. No improvement in the noise so I cancel that one too.
SO after a ton of reverting / tweaking I have discovered that there is no real way to address the noise in the actual smoke. Is there a setting somewhere I'm missing? I realize that putting direct lights on the smoke would improve the noise, but this scene is intentionally supposed to be dark.
Thanks,
Chris
When I look at the GI render element, the smoke is completely black in all situations, whether I set the Smoke Color > Scattering to be 'Ray-Traced', 'Disabled', 'Approximate', or 'Approximate+Shadows'. If I set it to Ray-Traced, the Light Cache calculation essentially freezes, estimating 6 hours to complete. I can't find a way around this, so I move on to Scattering > Disabled. The light cache now calculates quickly, same result with Approximate and Approximate + Shadows.
If I do BF/LC, the whole scene is relatively noisy, claiming it'll be done in roughly 3 hours for the frame. The SampleRate element is largely white with some wide green/blue areas and red around the edges. All VrayLightMtl / Mesh Light items are rendered sharp and clear, but the rest of the scene (both Smoke) is still noisy and unusable, even through the scene. Smoke seems very dark for a constant color of white. After 20m I cancel it as it's still not usable after 135 passes.
If I do IM/LC, the scene looks crystal clear but the smoke is noisy. SampleRate element shows scene mostly blue except VrayLightMtl items and smoke which are pure white with green edges. Smoke has same noise as before. From what I understand, white means it's still working on improving noise there so I let it go for 30m on it. No improvement in the noise so I cancel that one too.
SO after a ton of reverting / tweaking I have discovered that there is no real way to address the noise in the actual smoke. Is there a setting somewhere I'm missing? I realize that putting direct lights on the smoke would improve the noise, but this scene is intentionally supposed to be dark.
Thanks,
Chris
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