What am I doing wrong - rendering on GPU

Hi,
does anyone have any idea why my render looks like this? I have set 3000 samples, its full hd. Other settings:
image

Hi Erwin,

I think that’s actually caused by the denoise filter. Because the noise changes in every frame it tends to get flickering images in animations. You can try to use DaVinci Resolve or another editor with a deflicker filter, that worked pretty ok when I had the same issue.

If you’re in stress and you just need this 7 seconds to render I can try to see what my PC can do using GPU, you can share the scene using a private message and something like wetransfer.com

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I’m almost certain that Oscar is right about the denoise filter being the cause. I’ve had those exact kinds of flickers in animations before and it has always been caused by the denoiser. Turn that off and you should be fine!

It wasn’t actually the denoiser this time. Took me a while to figure it out but it was the roughness on the emerald that actually caused the messy hotspots. Also with the denoiser turned off.

I’m currently rendering the scene with denoiser and not too many samples and wonder if the background starts to flicker, the emerald shouldn’t anymore.

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This is the result when I put the roughness at 0 for the emerald. Basically not many other things changed I only re-tessellated the ring with different settings so the ring itself is more round using these settings:

Ow and for the clip I enabled caustics, bit of a test but think it makes it more lively.

@erwin.wozniak I’ll sent you an URL so you can download my scene and the video/stills I rendered.

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Nice work Oscar!

I gave this a try as well with a different model and of course when trying to reproduce the Denoise artifacts I couldn’t.

That said, Joakim was the Denoise absolutely necessary? With the high sample settings, I’m surprised you needed to use it. In my own tests I found it wasn’t necessary using half of the samples, 1500.

Here are some best practices to eliminate the noise.

  1. When using physical lights be aware of the radius.
  2. Using several physical lights which overlap can produce noise.
  3. Bloom and Chromatic Abberation can appear as noise thus confusing the denoiser.

In this example I cranked up the Ray and GI bounces, added additional physical spotlights, and increased the radius of the spots. Of course, no noise.

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Nice @don.tuttle! I was totally wrong about the denoise causing it, it was the roughness on the gem (emerald) material which was the cause of the shimmering kind of effect on top of the emerald.

The points you mention to to eliminate noise are well worth to put them in the KeyShot manual. Maybe in a section about troubleshooting, if there’s one. Those are really nice things to know or keep in your mind if you struggle with noise.

The video I posted is only a 1.29MB MP4 directly from KS, so one with compression, surprised it looked like this. I was actually planning to use the stills rendered but it was not really needed, Erwin got them in a zip file.

I did combine some meshes (all the diamonds) but I’m never sure if that also helps to make the render time less, it keeps the scene tree tidy. But I used only 512 samples for every frame and it rendered 2-3 frames per minute. With 512 it did need a denoiser but I think even with 1024 you could do without.

I also reduced the ‘pixel-filter-size’ to 1.2 but I’ve never the feeling that it actually does something. And maybe I’m wrong but I thought it would be work a bit like a an anti-aliasing filter in V-Ray where lowering it’s value makes the image more crisp with the risk of some aliasing. I normally keep it at 1,5 but thought to lower it since it has such fine details in the small diamonds.

Thanks for your reply as well, it’s always nice what you can learn from someone else’s problem.

No, the denoiser wasn’t really necessary in my cases @don.tuttle. The reason why I’ve done a few animations with denoise is that when I worked more with animations I had a computer which wasn’t really made for rendering. So I often rendered my animations with lower samples and denoiser on just to get a quicker look at how the animation would turn out. It was Erwin who used 3000 samples, not me. For my final and finished animations I upped the samples and rarely used the denoiser, I’ve just had a lot of instances with the flickering along the way while tweaking scenes.

Now I have a much better computer and I rarely use the denoiser for anything.

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