It would be nice to have some sort of firefly reduction for darker scenes with lots of point lights that end up creating fireflys and single pixel white points that don't resolve no matter how much time you give them. Once the fireflys start, they tend to increase and build on each other, instead of decreasing/resolving, over short render times (like 5-30 minutes).
I am guessing this could be fixed with Metropolis Light Transport (MLT) as an RT render option or with some kind of shader conservation of energy awareness in the existing algorithm. For example, a dark gray 100% diffuse shader that is not directly lit would never be brighter than the shader diffuse component. But whatever method is being used in RT, fireflys are really problematic in certain scenes and it's somewhat annoying, because logically we know that the shader would not have white pixels in it, ever. Brightly lit daytime scenes have almost no problems - some scenes render to the exact same result as the normal VRay renderer, in about 25% of the render time or even less, which is great.
Thanks if this can be implemented. It's probably not an easy task I have read up a little on MLT and one thing I haven't seen tried for noise reduction is to pass the shader color information to the clamping mechanism of MLT.
I am guessing this could be fixed with Metropolis Light Transport (MLT) as an RT render option or with some kind of shader conservation of energy awareness in the existing algorithm. For example, a dark gray 100% diffuse shader that is not directly lit would never be brighter than the shader diffuse component. But whatever method is being used in RT, fireflys are really problematic in certain scenes and it's somewhat annoying, because logically we know that the shader would not have white pixels in it, ever. Brightly lit daytime scenes have almost no problems - some scenes render to the exact same result as the normal VRay renderer, in about 25% of the render time or even less, which is great.
Thanks if this can be implemented. It's probably not an easy task I have read up a little on MLT and one thing I haven't seen tried for noise reduction is to pass the shader color information to the clamping mechanism of MLT.
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