Artifacts/Noise after 4 hours

I’ve got a closet design to finish for a client this weekend. The view cleans up quite fast (within 15 minutes without denoiser), but the area around the neckties continues to show artifacts/noise - see attached. I have tried different settings to balance the sampling with no luck. Does anyone have any suggestions on how to get this cleaned up? Thanks!

Hey, I don’t know whether this will help or not.
As long as this is the only problematic area and you use the same material on all objects, I would guess the prob is in the geometry. Maybe flipped normals or something special which causes those artifacts.
Cheers

Hi Gruender - thanks for the reply. That’s what I thought too. I created the ties in Marvelous Designer (the geometry is rather dense) and then added a cloth surface modifier to them in C4D to get a little thickness. I have tried making the cloth editable and the result is the same. All normals are in the correct direction. I’ve tried without the thickness modified too. I am out of ideas.

Phong tag?

Lowering the phong angle did the trick. Thanks for the help!

Yeah, this is what we’re looking at at the moment. Phong tag does cause some trouble with some objects.

BTW, randomize those boxes, they look waaay too regular :slight_smile:

Thanks houska. Randomizing the boxes in on the list. I have 6 styles of belt buckles to model today…

Another hint for that Phong problem - you can triangularize the geometry. That also helped in our tests!

Thanks. I’ll keep that in mind if I run into any trouble.

Looks like you guys fixed the phong tag problem. I was able to uncheck angle limit in the Halloween build and the noise is gone…

I have noticed same kind of issues when having a geometry without phong tag. There is no use to run render with corona for 4 hours. Totally unproductive. Just use denoiser to get rid off jaggy edges.

I would agree, but it now seems the phong angle issues is fixed. The above view resolved within a little over an hour (with very little denoising).

Yes it´s fixed I think so