Fix This Blender 4.2 Common Blender Lighting Problem NOW! 10 second renders!

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  • เผยแพร่เมื่อ 24 ก.ย. 2024
  • 🔹 Welcome to iMeshh! 🔹 2200 3D Assets for $149! - www.imeshh.com
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    The biggest issue with this set up is the light through the glass bulb is not as bright, however I do love that it actually makes the light bulb more defined! Lovely contrast between the bulb and lamp
    One way to fix this, is to disable ray length entirely from my node group. The node group will then ONLY displays light from the filament inside the bulb and does not cast noise into the scene, then the bulb and lamp will be illuminated by the point light more evenly. Try setting Ray Length to 0 and see what you think! (inside the download)
    This is of course not a perfect solution, but I was amazed how the final result were so efficient without needing compositing, and we can:
    1. Light the scene with very minimal fireflies and very little noise
    2. Decide how bright the filament should be
    3. Decide how bright the inside of the lamp should be
    4. Control the light into the scene independently from the bulb
    5. More easily control the glare from the filament
    Side note, light linking the emission object to just the bulb does not work. Light linking only works for the first direct bounce, all other indirect bounces can still cast onto other objects, this include fireflies and noise.
    If you can get a more noise free image with this much adjustability and with as little as 64 samples then I'd love to hear!
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ความคิดเห็น • 31

  • @RomboutVersluijs
    @RomboutVersluijs 7 ชั่วโมงที่ผ่านมา

    That ray bounce 8s actually a really good substitute for a fake emitter. That super nice!

  • @MrRuumi1
    @MrRuumi1 20 ชั่วโมงที่ผ่านมา +5

    Do you have a camera and microphones installed inside of my house?? Because I’ve encountered this problem few weeks ago and now you’re providing solution😳

    • @imeshh
      @imeshh  17 ชั่วโมงที่ผ่านมา

      @@MrRuumi1 😂 now my secret is out

  • @Visuals_by_Design
    @Visuals_by_Design วันที่ผ่านมา +2

    Great explanation 👏👏👏 I do use the area light part but not the extra bulb/filament part (although often if the camera doesn't see the bulb in a light, I just delete the bulb, obviously depends on the lampshade and etc)

    • @imeshh
      @imeshh  วันที่ผ่านมา

      @@Visuals_by_Design oh totally, it the bulb I can't see I just leave a point light or something haha. The filament was an interesting experiment for sure!

  • @jasonmassey4190
    @jasonmassey4190 20 ชั่วโมงที่ผ่านมา +1

    You make it so easy, awesome work.

    • @imeshh
      @imeshh  20 ชั่วโมงที่ผ่านมา +1

      Thank you very much!

  • @yanketov8024
    @yanketov8024 วันที่ผ่านมา +1

    Thank you so much for your idea and the finished implementation, which is also so easy to download.

    • @imeshh
      @imeshh  20 ชั่วโมงที่ผ่านมา

      No problem! :))

  • @markonar140
    @markonar140 วันที่ผ่านมา +1

    Very Cool Useful Tutorial!!! Thanks!!! 👍😁

    • @imeshh
      @imeshh  วันที่ผ่านมา +1

      No problem! Hopefully gives you some ideas on how to speed up/deal with glass and bulbs!

  • @igorrocha1819
    @igorrocha1819 10 ชั่วโมงที่ผ่านมา

    Thanks for this! really cool trick

  • @grishkamm
    @grishkamm วันที่ผ่านมา +1

    If you would put down point light bounces from 1024 to 3 or 4. You will benefit even more

    • @imeshh
      @imeshh  วันที่ผ่านมา +1

      @@grishkamm also good idea! Maybe could do a mix of that as well

  • @justlotfy
    @justlotfy 19 ชั่วโมงที่ผ่านมา

    Thanks, actually i use an emission material with the same technique as the glass, mixing emitting material with a non emitting one through (is camera ray) and sure add a suitable lamp as the light source

  • @RomboutVersluijs
    @RomboutVersluijs 7 ชั่วโมงที่ผ่านมา

    Those 3 edges shadows cUses by the mesh light, is probably because that doesnt have a setring for aoft shadows like real lights have. The point light actually has more physical correct shadows because it has more settings

  • @RomboutVersluijs
    @RomboutVersluijs 7 ชั่วโมงที่ผ่านมา

    Some wngines use a trick to get eid of fire flies or hots spots. That is to render at xw or x4 and then scale it back down to the original size. Due to the wcal8ng of the inagez most times lots 9f fife flies go away. Yet its not as efficient because your rendeing a bigger image. Try to turn of cast shadows on the glass mesh

  • @MrWoundedalien
    @MrWoundedalien 17 ชั่วโมงที่ผ่านมา +1

    Great stuff Kris! Soooo now I'm wondering if I go into the .blend files for all the iMeshh assets that I use for lighting and change them, or just do it as needed? I do a lot of interior shots that sometimes take too long...and maybe this is one reason. Thanks for the downloadable files! I'll be using them.

    • @imeshh
      @imeshh  17 ชั่วโมงที่ผ่านมา +1

      @@MrWoundedalien I'd definitely say it is scene dependant, I think in a lot of instances the fireflies/noise will probably be limited to the area around the lamp and for stills it would probably render and be denoised perfectly fine. Most Archviz scenes require plenty of samples to clear it up anyway. I think if the main scene is being illuminated by a visible bulb then it would probably require some tweaking. Or for animations that need a lot of optimisation for sure

    • @MrWoundedalien
      @MrWoundedalien 17 ชั่วโมงที่ผ่านมา

      @@imeshh Ok, great! Thanks so much!

  • @vrharh
    @vrharh 23 ชั่วโมงที่ผ่านมา +1

    In this specific case, you used a close-up shot. Would this kind of scenario have an impact on a typical scene where an entire room is shown with multiple light sources?
    My second question is related to render settings. So, from what I understood in the video, for still images, it’s perfectly fine to set Indirect Light to 0, and that value is increased only when working on animations?
    Another thing I noticed is that all Max Bounces are set to 32 (by the way, from your previous tutorials, I’ve also adopted these values as default for final renders). I assume you didn’t have volumetric objects in this scene, so could you explain why the Volume slot is also set to 32? If you don’t have fog or clouds, would setting Volume to 0 speed up render times?
    Thanks for the helpful tips. Cheers.

    • @imeshh
      @imeshh  20 ชั่วโมงที่ผ่านมา +1

      I would still probably use this in a full scene, especially if it was an animation that needed optimisation. If it was a still image, i'd probably render the entire room with the lamp and see how it turns out, if it is fine and render isn't taking too long i'd leave it. But I can very easily use this method going forward anyway, just to be safe. You enver know when the client will say "oh we want an animation of this now"
      Clamping Indirect will generally be fine with the denoiser for still images, unless you have an object casting quite a lot of noise/fireflies into the scene. It is quite scene dependant really, but most archviz scenes would be fine (unless lighting it from noisy objects like bulbs/weird glass etc)
      Ah yeah i have it 32 by default to get absolute maximum bounces. But it is definitely overkill, you can probably get away with half that, but my render time is still always manageable, in this scene for example the frames were about 10 seconds in the end so no complaints. If I'm doing animations and desperately need to save every second then I'll look more into it.
      I think it can increase render time if there is no volume and you tell it there is volume, I think it is then expecting it. But it never appears to introduce much more render time for it to be an issue. If I need a highly optimised scene I'd turn it off, but even then I rarely see much of a difference. Definitely need to do some tests for this!

  • @nicholasfellows3072
    @nicholasfellows3072 วันที่ผ่านมา +1

    Yes lighting queeeen🎉❤❤

    • @imeshh
      @imeshh  วันที่ผ่านมา

      😂😂 thank you

  • @SlyNine
    @SlyNine 16 ชั่วโมงที่ผ่านมา

    TH-cam compression laughs at your work.

  • @RomboutVersluijs
    @RomboutVersluijs 7 ชั่วโมงที่ผ่านมา

    Turn off shadows, just like with glass for windows. The idea is the same. What can also cause the issue, is the very detailed mesh which is emitting. You could also use an image texture which always points to the camera. Thats much more efficient vs real mesh emitter

    • @imeshh
      @imeshh  7 ชั่วโมงที่ผ่านมา

      @@RomboutVersluijs oh totally! So in my experiments, with this glass node set up, whether I had shadows enabled or disabled it had absolutely no difference, the noise/firefly pattern was also exactly the same. although I think it is definitely good practice to turn it off as you mentioned! Perhaps it had the same noise pattern but increased render time

  • @RomboutVersluijs
    @RomboutVersluijs 7 ชั่วโมงที่ผ่านมา

    Blender really needs a fake emitter. Lots of engines have this and can solve many of the fire fly issues. In my old engine, a light inside a glass material also causes super high render times due to the caustics need to be renderer. If you don't need that, turn of shadows and caustics. It's just time consuming and most of times you hardly see it, yet the engine needs to do tons of calculations

  • @poopiecon1489
    @poopiecon1489 22 ชั่วโมงที่ผ่านมา

    that blochiness is because of that noise threshold checkbox , leave it unticked its causing all the issue !

    • @imeshh
      @imeshh  20 ชั่วโมงที่ผ่านมา +1

      Since the target samples is so low, there is very little chance for really any part of the image to hit the noise threshold. Adaptive sampling can help focus on noisy areas, but if the overall sample count is insufficient, the image will likely remain noisy despite the threshold setting.
      The blochiness is from the denoiser itself struggling to deal with the additional noise.
      Nevertheless, I just did a test and unchecking noise threshold made absolutely no different to the blochiness and the improved version was cleaner.

    • @poopiecon1489
      @poopiecon1489 20 ชั่วโมงที่ผ่านมา

      @@imeshh btw this rarely happened to men, but if ever it does i usually do temporal Denoise with normals and noise pass , but the thing is I always render my stuff at 50-100 samples and keep that noise threshold off and it works , it never happened to me .....can u share the blend file setup to render blotchiness ... Let me have a look and I'll report back whatever happens