Thank you for a logic and pretty clear explanation. Some materials (asphalt rom Otoy lib) produce huge amount of fireflies, and is complex mix material with a lot of nodes and it's hard to find the guilty one. Very appreciate your input.
Thank you very much for your positive comment. Interesting about the concrete material. I might have a look at that and see whether I can find the culprit if I find the time!
Thank you very much vor your comment. Yeah it's cool, that this goes hand in hand. It's not always the case however. Sometimes more realistic means SSS and stuff, which is always more work for the renderer 😇 Aaaand of course thank you so much for the ✨🔮✨
hi Raph, it took me a while to catch up with those amazing tips! a very useful set of tips, however, it's a nice coincidence that by actually making the materials more "realistic" as in nothing is 100% reflective or smooth doubles as an optimization. I had a misunderstanding of how roughness affects noise because since back in octane 3.08 I was trying to mess around with SSS materials and adding roughness somehow produced more fireflies🔮, so I gravitated towards metallic materials since they are easier to iterate on and the CG gold was the craze back then. off to the rest of the videos I missed haha I wish you a great start to the week 🌟
Hey there. Super nice seeing you here again. Thank you so much for your kind words. I think there might be lighting situations where the one or the other thing is beneficial. The best thing you can do is to develop a deep understanding about sampling and therefore sort of predict what will help the renderer and therefore how to reduce noise / get faster render times. I am not sure what happened with the SSS materials you mentioned. But sometimes it can seem as if a glossy material has less fireflies because the light is more focused on one spot and if you turn the roughness up, all of a sudden the energy is spread more and therefore fireflies pop up everywhere. Though this is just a theory. In general it should help. You can also think of roughness in a another way then to increase the chances for the rays to hit the light. So with darkening reflections, you are taking away some part of the energy. With roughness you are spreading the energy. And therefore also reducing the focus and therefore make it less likely noise is formed. Have fun with the rest of the videos and thank you for the ✨🔮✨ 😊
Ha ha ha, if you do, you have to send me a photo 🎉 The thing is, and I know this from own experience. Whenever I have some headroom with render times, I will cram more stuff in the scene to make it more realistic and therefore end up with the same render time again 😇
Hey Anastasia, thank you very much for your nice comment. I really appreciate it! Also thank you very much for letting me know you want to see that firefly tutorial. Actually in the next tut of this series, that I posted this week, I am going over a Rendering and therefore also a lot of the things that cause Fireflies. So I was not sure if I should make another video... If you have are interested, you can watch it and then report back if you still have open questions. So I can have a better bases for the decision if or if not to make that Firefly video 🙌
@@SilverwingVFX Certainly! I'll watch the rest of the videos and report back here :) The tip to add a little bit of roughness to specular materials already helped a lot. Thank you for your kind reply :)
@@SilverwingVFX Hello Rafael! I watched all the tutorials, thanks again for sharing your knowledge :) I tested the tips on my scene, which had glass bottles of tea and was initially quite heavily littered with fireflies. It has HDRI and one area light source. I added a little roughness to the glass and tea material, which helped a little, but what made a big difference was that I increased the size of the area light. I increased the size of the light in several steps, and the size of 50 by 50 cm completely eliminated the fireflies. In another scene I had the same bottles, hdri and sunlight. I added roughness to specular materials, increased the sun size to 12, which helped a little, but there were still fireflies in the glass. At sun size 30, the fireflies on the glass almost disappeared, but appeared in the caustic area. I think that for most cases, increasing the roughness and size of the light source will solve most of the problems :) Unfortunately, in my case I needed rather sharp shadows, so for now Photoshop saves me from fireflies :)
@@anastasiaantoshkina7720 Thank you very much for reporting back with your detailed and in depth answer. I really appreciate you took the time to go through all your experiences! I agree with you that the most reliable way to get rid of fireflies is to increase the size of your lights. If you want to keep your caustics in path tracing that is. If you are not too keen on keeping those, you can also go for fake shadows as well as GI clamp. And yeah. Sun Light has a very specific look, so making it soft looks weird most of the time. Sun-light also is the most firefly provoking lighting situation. Because the sun is basically a super tiny light source that is incredibly strong. Thank you very much again for your nice comment! I wish you a great time and good, noise free (firefly free) renderings in the future! Cheers, Raphael
Thank you for your comment and the fantastic ✨🔮✨ (Not sure how you got this in there 🥰 You mean when you start rendering now, you will be able to see a result in a couple of Years 😄🤔 But jokes aside, I certainly hope the Day will come. Maybe once quantum computing is primetime ready 🙌
Is there an Tipp to lighten up dark spots? Behind the chair for eG or under an bed. Rise the GI clamp does not help. This was the solution in the GI methods years ago.
Thank you very much for your comment and your question! Yeah. If you were OK with bending reality a bit you could raise the diffuse indirect contribution. You can still do that by separating out that pass and then use Octanes internal compositing nodes and adding it on top of the beauty again. In general I think this is the caveat you have to life with close to physically correct engines. They do not easily break energy laws (so you get an increase in light energy) Un such situations I usually think of how it would have been tackled on a real set. Setting reflectors or hidden light sources. Also you have a big headroom in color correction where you can bring up underexposed areas of your images. This is definitely what is done quite a lot in real world footage scenarios.
Excellent set of tips, especially adding a touch of roughness to help with noise and/or firefly reduction. Thank you and….🔮
Hey hey. Always a pleasure seeing your comments here 🥰
Thank you very much for your positive feedback. Fingers crossed all works out 🤞
Another great one! These videos all feel like it's part of a bigger paid course, it's filled with great information.
Thank you very much. Well if you see it like this it's a paid course and my patreons are paying for it 🙏️ 🙌️
@@SilverwingVFX Hahah true that, Happy to contribute!
Thank you for a logic and pretty clear explanation. Some materials (asphalt rom Otoy lib) produce huge amount of fireflies, and is complex mix material with a lot of nodes and it's hard to find the guilty one. Very appreciate your input.
Thank you very much for your positive comment.
Interesting about the concrete material. I might have a look at that and see whether I can find the culprit if I find the time!
Lots of great tips here! Thanks so much, Raph!
Oh nice, great to hear you liked them / found them useful 😊
🔮 Looking forward to the next video. Thank you. Now I can understand the nature of many noisy things in the synthetic 3d world.
Thank you for your comment. Super nice hearing that it gave you a bit of a better insight.
And again thank you very much for ✨🔮✨ 😊
THANK YOU FOR THIS!! The explanations on this video are just on point! Can’t wait to give these a try. Thank you Raphael
You are very welcome. I appreciate that you like it.
It's very basic stuff, but a bit here and a bit there can make the difference in the end 🤞
Incredible tips once again, interesting how making materials more realistic helps reduce noise! Legend🔮
Thank you very much vor your comment.
Yeah it's cool, that this goes hand in hand. It's not always the case however. Sometimes more realistic means SSS and stuff, which is always more work for the renderer 😇
Aaaand of course thank you so much for the ✨🔮✨
hi Raph, it took me a while to catch up with those amazing tips! a very useful set of tips, however, it's a nice coincidence that by actually making the materials more "realistic" as in nothing is 100% reflective or smooth doubles as an optimization.
I had a misunderstanding of how roughness affects noise because since back in octane 3.08 I was trying to mess around with SSS materials and adding roughness somehow produced more fireflies🔮, so I gravitated towards metallic materials since they are easier to iterate on and the CG gold was the craze back then.
off to the rest of the videos I missed haha
I wish you a great start to the week 🌟
Hey there. Super nice seeing you here again.
Thank you so much for your kind words.
I think there might be lighting situations where the one or the other thing is beneficial. The best thing you can do is to develop a deep understanding about sampling and therefore sort of predict what will help the renderer and therefore how to reduce noise / get faster render times.
I am not sure what happened with the SSS materials you mentioned. But sometimes it can seem as if a glossy material has less fireflies because the light is more focused on one spot and if you turn the roughness up, all of a sudden the energy is spread more and therefore fireflies pop up everywhere. Though this is just a theory.
In general it should help. You can also think of roughness in a another way then to increase the chances for the rays to hit the light. So with darkening reflections, you are taking away some part of the energy. With roughness you are spreading the energy. And therefore also reducing the focus and therefore make it less likely noise is formed.
Have fun with the rest of the videos and thank you for the ✨🔮✨ 😊
well i am thinking to make a Tshirt with your mantra on it ! thanks a lot .. these tips will shave off my electricity bill
Ha ha ha, if you do, you have to send me a photo 🎉
The thing is, and I know this from own experience. Whenever I have some headroom with render times, I will cram more stuff in the scene to make it more realistic and therefore end up with the same render time again 😇
Your tutorials are always so much help! Thank you very much. Also, I'm looking forward to the fireflies tutorial, that would be great!
Hey Anastasia,
thank you very much for your nice comment. I really appreciate it!
Also thank you very much for letting me know you want to see that firefly tutorial.
Actually in the next tut of this series, that I posted this week, I am going over a Rendering and therefore also a lot of the things that cause Fireflies. So I was not sure if I should make another video... If you have are interested, you can watch it and then report back if you still have open questions. So I can have a better bases for the decision if or if not to make that Firefly video 🙌
@@SilverwingVFX Certainly! I'll watch the rest of the videos and report back here :) The tip to add a little bit of roughness to specular materials already helped a lot. Thank you for your kind reply :)
@@anastasiaantoshkina7720 Amazing to hear both. Especially that some of the tips improved your results ✨🙌
@@SilverwingVFX Hello Rafael! I watched all the tutorials, thanks again for sharing your knowledge :) I tested the tips on my scene, which had glass bottles of tea and was initially quite heavily littered with fireflies. It has HDRI and one area light source. I added a little roughness to the glass and tea material, which helped a little, but what made a big difference was that I increased the size of the area light. I increased the size of the light in several steps, and the size of 50 by 50 cm completely eliminated the fireflies. In another scene I had the same bottles, hdri and sunlight. I added roughness to specular materials, increased the sun size to 12, which helped a little, but there were still fireflies in the glass. At sun size 30, the fireflies on the glass almost disappeared, but appeared in the caustic area. I think that for most cases, increasing the roughness and size of the light source will solve most of the problems :) Unfortunately, in my case I needed rather sharp shadows, so for now Photoshop saves me from fireflies :)
@@anastasiaantoshkina7720 Thank you very much for reporting back with your detailed and in depth answer. I really appreciate you took the time to go through all your experiences!
I agree with you that the most reliable way to get rid of fireflies is to increase the size of your lights. If you want to keep your caustics in path tracing that is. If you are not too keen on keeping those, you can also go for fake shadows as well as GI clamp. And yeah. Sun Light has a very specific look, so making it soft looks weird most of the time.
Sun-light also is the most firefly provoking lighting situation. Because the sun is basically a super tiny light source that is incredibly strong.
Thank you very much again for your nice comment!
I wish you a great time and good, noise free (firefly free) renderings in the future!
Cheers,
Raphael
Thanks Raphael!!!
You are very welcome. Glad you see yo like it!
I see high enertic noise free caustics in far, far future
Thank you for your comment and the fantastic ✨🔮✨ (Not sure how you got this in there 🥰
You mean when you start rendering now, you will be able to see a result in a couple of Years 😄🤔
But jokes aside, I certainly hope the Day will come. Maybe once quantum computing is primetime ready 🙌
Thanks, Raphael!
🔮🔮🔮
Oh, seems like your binch watching my new videos 😊😄
Thank you sooo much ✨🔮✨
Thank you for this!
You are very welcome 🎉
🔮
Thaaaank youuuu Szabolcs ✨🔮✨ 😊
Awsome ! Thanks !
You are very welcome 🙌
You Are the BEST ❤
Oh, thank you very much. Glad to hear that 🙌
😍
Thank youuu 🙏
Is there an Tipp to lighten up dark spots? Behind the chair for eG or under an bed. Rise the GI clamp does not help. This was the solution in the GI methods years ago.
Thank you very much for your comment and your question!
Yeah. If you were OK with bending reality a bit you could raise the diffuse indirect contribution.
You can still do that by separating out that pass and then use Octanes internal compositing nodes and adding it on top of the beauty again.
In general I think this is the caveat you have to life with close to physically correct engines. They do not easily break energy laws (so you get an increase in light energy)
Un such situations I usually think of how it would have been tackled on a real set. Setting reflectors or hidden light sources.
Also you have a big headroom in color correction where you can bring up underexposed areas of your images. This is definitely what is done quite a lot in real world footage scenarios.
@@SilverwingVFX the comp pass inside octane... Well forgotten. But more used to do it in Ae. Thanks for the long reply
You need some sound fx / music on your logo
Yeah you are absolutely right!
I will see to it 🙌
🔮
Thaaaank youuuu ✨🔮✨
🔮
Yaaaaaaasss ✨🔮✨