Victory A6 Open Facelift 2022 Boat renders

Hello. Probably you have already seen the previous topic with this boat on the forum, so I will show you updated design of the boat, which will soon go on market. I will say in advance that I specifically added a noise effect to image in Lightroom. So that the artifacts are not so conspicuous.

3d model - Siemenx NX 9.0 and ZBRUSH.(Welds)

Render - GPU Mode with RTX Quadro A4000.
Which is very fast for 3279x1500 600dpi resolution.
1000-3000 samples for these images.

Denoise 100%
Even with a large number of samples, artifacts are still noticeable, details are blurred somewhere. I still don’t understand how it works.







This effects…on 3k samples with DOF.
https://sun9-70.userapi.com/impg/AjJoNYDOoXfuKnfp3vbDquxTXOuuLlO0TbWnBA/u_9fmYARTdY.jpg?size=1847x924&quality=95&sign=ef13a67095730fa27e1a71dd547742b6&type=album

Behance page.
https://www.behance.net/gallery/156937545/Victory-A6-Open-facelift-CGI-WIP

HI RES
1 2 3

5 Likes

I don’t know did you try but you can try to increase area light samples. and if you’re using materials like paint and metal with roughness you can increase the sample also. Increase step by step else your render time goes crazy.

1 Like

Hello,

Awesome, awesome rendering, it looks really good, I would like to drive one of these, drive pfff even sitting and enjoying day must be pleasure :slight_smile:

I would probably not use denoiser on 100 percent cause your details will be blurred and they lost sharpness :slight_smile:

And that artificial or effect in red circle looks to me like color bending, it happens in darker areas sometimes, you can fix this by using output with more colors / bits or you can bump the lights up little bit more, and make it darker and softer in post production.

I am not using depth of field in my renders so I can’t really help you here :slight_smile: But renders are awesome, all of them.

1 Like

Thanks a lot. In my case, without 100% denoiser I always have noise.
90%, 80%, 70% still have a lot of noise, I just can’t figure it out.
Maybe if I’ll setup scene with 50% denoiser and make render like about 10 hours…it will be okay,
who knows. But I want to make them faster. 20-30mins for 1 shot. So…

What’s your render settings? are you using basic mode? product mode? or interior mode? what’s the value of ray bounces, shadows, global ilumination?

To me your renders looks really good, I would not even consider it as noise render, I think it’s really sharp when you realize how much details you got in. Sometimes materials can hardly affect another materials, for example rough material can affect shiny one, so the shiny will be looks like rough with lot of noise.

Have you try to render with CPU?

I’m just guessing but maybe it has something to do with HDRI size/resolution or pin light resolution. Also what @TextureMan said :+1:t3:

My setup. HDRI and physical lights.
GPU mode 2000 samples to shot.
Denoise 100%.

1 Like

Mate, I have no Idea :slight_smile: It looks like you got everything right even Ray Bounces and Global Illumination is high enough, pfff enough, with these settings you should produce sharper renders than diamond.

I guess it’s something with denoiser, or for that scene just need more samples.
By the way I tried another scene with CPU mode 2000samples.
Same resolution settings and lithting. But I set up denoiser to 50%.
Look what I have in that case.

Here is no edited image

For me is always dificult to understand, how much samples you exactly need for each scene.

1 Like

I am always rendering with CPU, cause that’s where I got most power. But to be honest you can create high quality visualization with 256/512 samples with CPU. GPU rendering different way so you need much more 2X or even 6X more samples sometimes.

I always using product rendering mode,

CPU MODE 4K Resolution
Shadows 3
Global ilumination 3
Ray Bounces 18
Samples 256
AntiAliasing 3

With bigger resolution you dont need more and more samples for example 2000x2000 pixels 512samples, this is small size so you need more samples to calculate specific area but when you got 4000x4000 pixels ( 8 times more pixels than 2000x2000 ) you dont need 512, you can use less, cause there is much more information in pixels and the size is bigger, so you can use less samples to produce same sharp image :slight_smile:

I even render my interior scene with 356 samples in CPU mode. But like I said before you overkill :slight_smile: little bit that settings, you should be able to render super clean-sharp renders, I have no Idea what is wrong, maybe someone else should be able to help you. But that green boat looks super clean to me, only edges on that green paint looks like flakes are more visible, but I think thats in the paint and how light is hitting edges, but it’s nice effect cause you can see its more metallic paint :slight_smile: Maybe try to put small light in the boat, exactly behind the seat, just to throw more light in that dark area, or behind the seats and little bit up, just a small amount :slight_smile:

2 Likes

You’d messaged via DM but figured I’d reply here in the event it can help other people…

I never render in GPU so I’m not as acquainted with the nuances there, but I do know you’ll typically need to, at minimum, double your samples for GPU (post above me is correct, possibly even 5-6x). Regardless, the kind of noise you’re seeing could be caused by a number of issues and likely isn’t a sample issue (though, the shadow/gradient banding could be caused by this). Here are a few thoughts:

  • I would never use Denoise at 100%; at most, I would put it at ~0.3 and in some cases slightly more on the “firefly” filter, like ~0.4, but be mindful there because it will kill some of the finer details and make sharp highlights feel “blotchy” and broken up which you’re seeing a lot in these shots.

  • Also, DoF almost always requires even higher than usual samples, often double what you’d otherwise need, just to produce a clean shot. It would be worth turning it off get a baseline / help deduce where the problem areas are.

  • Similarly, right now there are too many variables to be sure where the problem is actually coming from. What I would do is save a copy into a new model set and apply a single plastic material to the entire boat (maybe with a roughness value of something like 0.1 or 0.05) and run a quick test render or region render that focuses on a previous problem area. If the problem persists, that would likely narrow down to a lighting/HDRI issue. If it goes away, it could imply something on the material level (but also doesn’t necessarily rule out lighting problems).

Sometimes the jagged highlight issues can come from stuff like:

  • Bump height too high and/or source texture/noise too sharp or very high contrast
  • “0” Roughness value on the material, or too-few roughness samples (on the material itself)
  • 100% white or 100% black on material colors or light colors (10%/90% are usually better)
  • IES lights of any kind are being used (they’re great, but often require higher samples)
  • Light source issue; i.e., distance/size/brightness needs to be adjusted, samples increased, etc.
  • Scale issues (verify geo is to scale and scene units match)
  • Be sure the object is centered in the scene; there’s a current KS bug that causes things to degrade if they’re super far off-origin
  • Be sure environment is sized appropriately for your scene
  • If you’re using Interior Mode, sometimes it helps to “contain” the entire scene “inside” something, even if it’s just a sphere or box
  • Are you rendering all of these as NURBS? If not, try doing so; sometimes faceting can break up otherwise clean highlights (needs to be done on the model level vs just clicking “render NURBS”)
  • Uncheck “smooth global illumination”, sometimes it causes issues with antialiasing and eventually will clean up the same as having it checked, but will also help give you a feel for the RIGHT number of samples you need (i.e., when the noise goes away, there’s your magic number, assuming all of the other scene issues have been fixed)
  • You can also increase pixel filter size in your render settings (1.5 is default, 1 is “off” and I think it maxes at 3, being the “softest”) but I would only do that as a very last resort, and only at high resolutions where it works more effectively.
  • I’d also turn off any adjustments on the Image tab for now and test everything without denoise or any tone/curve corrections
  • Make sure you’re rendering in a format with sufficient bit depth; either EXR or 16bit PSD, ideally
  • I’m not sure if you’re comping render layers in Photoshop as well, but keep in mind, render layers don’t get denoise like the main RGBa base image does. So always start there to be sure the issue isn’t on another pass

Play with the above to troubleshoot a bit. If that’s fruitless, I’d guess it’s most likely your actual lighting setup that’s problematic…

Also, as an aside-- Ray Bounces rarely show a significant improvement past 9-12 bounces (unless you’re rendering caustics), so setting it to 50 is only going to slow you down without meaningful improvement. A similar logic applies to GI bounces, you don’t need to go overboard and usually even 3 bounces is plenty.

2 Likes

Oh my shot! You’ve written a lot of interesting points here that are not at all obvious, thank you very much. I can say for sure that I have not seen such comments before. I appreciate it, will try.
Most of geometry is NURBS, never checked “render NURBS” by the way.
And usually minimally adjust the post-processing effects in Photoshop.
I know that reflection layer don’t get denoise, that’s why I am never use it.

1 Like

1 Like