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Activity Forums Maxon Cinema 4D Noise appearing in rendered textures

  • Noise appearing in rendered textures

    Posted by David Alvarez on September 28, 2010 at 4:07 pm

    I have been doing a series of compositions that have low lit textures. I have noticed a large amount of noise appearing on the surfaces that have certain types of textures applied. Mostly any textures that have woodgrain or a dark concrete type surfaces.

    My source images for the textures are all 2000px and up so I am confident the image resolution is not the problem. Are there any steps I should take to eliminate the noise from appearing in the renders?

    David Alvarez replied 15 years, 11 months ago 2 Members · 8 Replies
  • 8 Replies
  • Adam Trachtenberg

    September 28, 2010 at 7:49 pm

    Are you using Best AA? If not then bitmaps aren’t being anti-aliased and that can cause texture crawling. Another thing to look at is the sampling in the material, below the slot where you load the bitmap. Default is MIP which is generally pretty good at reducing noise, but it can lead to blurrier textures. You can control the strength of MIP blurring in the render>AA tab. Higher numbers provide more blurring and less noise.

    It’s also possible that the noise could be coming from GI, AO, or area shadows if you’re using them.

  • David Alvarez

    September 29, 2010 at 12:40 am

    I have my AA set to best animation, with min at 1×1 and max at 4×4. All the textures are set to MIP and I am not using GI or AO in these renders. However I do find that with GI it does tend to make things a little better.

    I suspect it is because I am doing night scenes with very dim lighting. In this last scene I just rendered, I have a bottom lit plaster wall and I am mimicking moon lighting and have a camera zoom. The wall after the render has serious amounts of noise, the noise is very heavy. I can render it with more light to make the noise go away but then I loose the night effect.

  • Adam Trachtenberg

    September 29, 2010 at 2:53 am

    Can you post a pic showing the noise?

  • David Alvarez

    September 29, 2010 at 5:06 am

    sure thing. I have provided a link to an mov because it is hard to see the noise in just a still frame. There are two clips side by side, one with the rendersettings mip at 50% and the other at 100%. The one at 100% is much better in terms of noise but the noise grain is still there.

    https://peglegpro.com/client/misc/MIP-tests.mov

    the mov is a little pixelated because I am trying to keep the file size down so there is added noise but I think it should give the general idea

  • Adam Trachtenberg

    September 29, 2010 at 3:10 pm

    Hmm, you aren’t using any procedural noise in your materials, are you?

    What kind of shadows are you using, i.e., soft or area? If it’s soft I would enable the cache option in render settings. If it’s area you may need to boost the quality settings.

  • David Alvarez

    September 29, 2010 at 6:18 pm

    I am using area shadows.

    What does procedural noise mean? I am creating a new material and then applying a texture in the color settings and applying the same texture in the bump setting.

    Where would i boost the quality? Sorry to ask but I am kinda of new to c4d and I have jumped into this project without really knowing what i am doing.

    Where do i boost the quality, is that in the render settings or in the texture settings?

    Btw, thanks for taking the time to help me with this.

    Any advice is good advice 🙂

  • Adam Trachtenberg

    September 29, 2010 at 7:31 pm

    By procedural noise I meant the material>noise shader. Guess we can rule that out.

    Area shadow quality is set in the light’s shadow tab. There are three settings there: accuracy, min samples, and max samples. You can read about the settings in the help file. FYI, you can right-click on any paramter and select help from the menu to pull up the exact section.

    My guess is that you’ll need to increase the min and max samples, and you can probably lower the accuracy to get back some render time.

  • David Alvarez

    September 30, 2010 at 4:33 am

    thanks for the pointers, will definitely give that a go.

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