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Renderman 21 documentation
Renderman 21 documentation






It's usually best to track down the source of the fireflies and eliminate it. While uniform noise and high variance areas can usually be removed by simply rendering longer, fireflies are much harder to get rid off and they can create strong artifacts in denoised images, especially when rendering animations. This is extremely strong noise caused by something which is very hard for the renderer to sample. 1.1.3 Firefliesįireflies are very bright spots in your render. In many cases, high variance can be removed by simple tweaks to a scene or at least improved enough for adaptive sampling to take care of it, as we'll see in the example at the end of this lesson. This kind of artifact is also difficult for the renderer to recognize as noise and it might prevent adaptive sampling to work properly, as we'll discuss later. To clean it up, the renderer will have to continue shooting rays for a long time. The noise on the floor has significantly higher variance than the rest of the image. If you look closely, you can see that the image is clean in most areas except for the blue sparkles on the floor. In the picture above, you can see a sphere illuminated by a light and some indirect blue light coming from the screen left. 1.1.2 High variance areasĪ high variance area is especially strong noise, concentrated at a certain location of your image. The renderer continuously shoots rays which cleans up this noise and the image is done once the desired quality has been met.Ī good performing render shows uniform noise after a few iterations which clean up noticeably with each additional iteration. This is the most typical artifact we're seeing when rendering with a path tracer. Depending on the type of noise and its source, we need different techniques to identify and remove it. Now, the most typical artifact we have to deal with is noise in its various manifestations. Fortunately, this is not the case any more in RIS as the diversity of artifacts is quite manageable. It required a trained eye to differentiate between them and a good technical understanding to avoid them. Users familiar with the older REYES architecture may remember the many different types of artifacts that could appear, depending on the scene setup and techniques used. By removing them, you might get a cleaner result and improve performance in one go! 1.1 Typical artifacts Some artifacts increase the time it takes for a render to finish. The good news is that these processes often go hand in hand. Optimizing on the other hand, you choose to do when you need to increase productivity, lower costs or be able to push even more details into your renders. If you need to reach the highest quality possible, there's no way around being resourceful and clever about your setups.Īs you can see, debugging is often something you have to deal with, in one way or another. However, if you have your render times under control, you improve your productivity and lower your costs. One could simply wait longer for the renders to finish or buy additional hardware and licenses. If artifacts are present in many frames however, fixing the issue at its core might get rid of it once and for all and improve performance at the same time.īad render times, in contrast to artifacts, are tolerable to a certain extent. If it's just a handful of frames, painting it over in Compositing is usually quicker but you might run into the same issue in the future. Which approach to prefer depends on the situation. This can either be achieved by finding the source of the issue and fixing it (the topic of this lesson) or by painting over it in Compositing. Often, artifacts are intolerable as they prevent you from achieving the desired picture so you often have no choice but to remove them. 1 What is debugging and optimizing?īefore we start, let's discuss what is meant with the words optimization and debugging in this lesson: With this knowledge, you'll be able to anticipate issues while you're building the scene and eliminate them before they even become a problem. Once resolved, your renders will finish faster and reach a higher visual quality. This allows you to systematically track down problems and bottlenecks. In this lesson, I'd like to talk about some basic techniques which can be used to get a better understanding of what's happening in your renders. Without the right tools and techniques, debugging a scene can quickly take longer than one anticipates and steal away precious time one needs to get the actual work done. Artifacts and slow renders can be extremely frustrating, especially with a deadline closing in.








Renderman 21 documentation