(Solved) Red Noise with MC, AO & Custom Lights

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Offline Voulxe

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« on: May 23, 2020, 08:23:15 PM »
Hi,

I encountered today the second render that has some red noise, when having
  • Monte Carlo,
  • Ambient Occlusion (Multiple Rays with light map) and
  • Custom lights
enabled.

This noise can be minimized by scaling up the AO Quality. But as this input is clamped at 30, I cannot get rid of it.

Settings:
Code: [Select]
# Mandelbulber settings file
# version 2.21
# only modified parameters
[main_parameters]
ambient_occlusion 7;
ambient_occlusion_enabled true;
ambient_occlusion_fast_tune 0,5;
ambient_occlusion_mode 1;
ambient_occlusion_quality 4;
aux_light_colour_1 c300 c100 b900;
aux_light_colour_2 3600 5000 4800;
aux_light_enabled_1 true;
aux_light_enabled_2 true;
aux_light_intensity_1 9,765625e-06;
aux_light_intensity_2 7,331615934183255e-06;
aux_light_position_1 4,372 -3,642 -4,35;
aux_light_position_2 4,371433399933323 -3,632749566197456 -4,35;
aux_light_volumetric_intensity_1 0,001953125;
background_3_colors_enable false;
background_brightness 0;
background_color_1 0000 0000 0000;
basic_fog_color 0000 0000 0000;
basic_fog_visibility 0,3077294528484344;
camera 4,378288160779908 -3,644444433539187 -4,360477972239236;
camera_distance_to_target 0,04083569021895623;
camera_rotation 37,98291003257645 44,99999999999924 -105,1200070055842;
camera_top -0,8744193527633125 -0,448744491912779 -0,1844428813777624;
detail_size_min 1e-08;
DOF_blur_opacity 0,5;
DOF_enabled true;
DOF_focus 0,01444213837385178;
DOF_max_noise 0,5;
DOF_monte_carlo true;
DOF_number_of_passes 8;
DOF_radius 1;
DOF_samples 400;
fake_lights_color ff00 c400 9300;
fake_lights_max_iter 8;
fake_lights_min_iter 2;
fake_lights_orbit_trap_shape line;
fake_lights_visibility 32;
file_background ./mandelbulber/textures/skylit_garage_4k.png;
file_lightmap ./mandelbulber/textures/lightmap2.jpg;
flight_last_to_render 0;
fog_color_1 ba00 ba00 ba00;
fog_color_2 1e00 1a00 1700;
fog_color_3 0200 0100 0100;
formula_1 198;
formula_material_id 3;
fov 80;
hdr true;
image_height 540;
image_proportion 4;
image_width 960;
julia_c 4,116810479392058 -2,856743430785403 -4,203825267258475;
julia_mode true;
keyframe_last_to_render 0;
main_light_alpha 111,91;
main_light_beta -65,22;
main_light_enable false;
main_light_position_relative false;
mat3_file_color_texture ./Dokumente/Allegorithmic/Substance Designer/Concrete_01/Concrete_01_basecolor.png;
mat3_file_normal_map_texture ./Dokumente/Allegorithmic/Substance Designer/Concrete_01/Concrete_01_normal.png;
mat3_file_roughness_texture ./Dokumente/Allegorithmic/Substance Designer/Concrete_01/Concrete_01_roughness.png;
mat3_fractal_coloring_ic_rad_enabled_false true;
mat3_fractal_coloring_ic_rad_weight 2;
mat3_fractal_coloring_ic_xyz_enabled_false true;
mat3_fractal_coloring_init_cond_enabled_false true;
mat3_fractal_coloring_xyzC_111 2 1 1;
mat3_fresnel_reflectance true;
mat3_is_defined true;
mat3_rough_surface true;
mat3_specular 1,26;
mat3_specular_metallic 1;
mat3_specular_metallic_width 2;
mat3_specular_plastic_enable false;
mat3_specular_width 1,6;
mat3_surface_color ff00 ff00 ff00;
mat3_surface_color_gradient 0 fdfdfd 1893 e4e2df 2360 181818 2694 848484 4938 959595 7999 d12b1c 8463 e2d5d5;
mat3_surface_roughness 0,05;
mat3_texture_fractalize_start_iteration 5;
mat3_texture_mapping_type 1;
mat3_texture_rotation 12 0 0;
mat3_texture_scale 0,02 0,02 0,02;
mat3_transparency_color 8800 8100 6500;
mat3_transparency_index_of_refraction 1,45;
mat3_transparency_interior_color 1a00 7600 9d00;
mat3_transparency_of_interior 0,2;
mat3_transparency_of_surface 0,8;
mat3_use_colors_from_palette false;
mat5_coloring_speed 8;
mat5_fractal_coloring_algorithm 3;
mat5_is_defined true;
mat5_metallic false;
mat5_specular 1,25;
mat5_specular_metallic 1;
mat5_specular_metallic_width 2;
mat5_specular_plastic_enable false;
mat5_specular_width 0,2;
mat5_surface_color c300 c300 c300;
mat5_surface_color_gradient 0 413c2c 1250 fbffdb 2500 171b15 3750 eaeabf 5000 6c4322 6250 5d8aad 7500 f9ffbb 8750 2b3124;
mat5_use_colors_from_palette false;
MC_soft_shadows_enable true;
penetrating_lights false;
primitive_sphere_1_position 3,8 0,008 0,16;
primitive_sphere_1_radius 0,016;
raytraced_reflections true;
target 4,360517604325262 -3,621685169027311 -4,331602778770979;
view_distance_max 31,90714939724514;
volumetric_fog_colour_1_distance 0,002281425442176715;
volumetric_fog_colour_2_distance 0,00456285088435343;
volumetric_fog_density 0,125;
volumetric_fog_distance_factor 0,00456285088435343;
volumetric_fog_enabled true;
[fractal_1]
transf_scale_2 -1,5;

Is there any workaround?

Regards,
Volker

Linkback: https://fractalforums.org/mandelbulber/14/red-noise-with-mc-ao-and-custom-lights/3513/
« Last Edit: May 25, 2020, 08:37:21 PM by Voulxe »

Offline batjorge

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« Reply #1 on: May 23, 2020, 08:51:29 PM »
I've checked your params and they seem ok. It happens when you have too less light in the scene. Mandelbulber and MB3D produces artifacts in form of single pixels, or as you have minimized to maximum in a reddish band. It seems an "issue" from the Monte Carlo module itself.
Try to increase intensity of positional lights, or change to main.
I rendered your scene with main lights (only 3% ) and it seems ok.


# Mandelbulber settings file
# version 2.21
# only modified parameters
[main_parameters]
ambient_occlusion 7;
ambient_occlusion_enabled true;
ambient_occlusion_fast_tune 0,5;
ambient_occlusion_mode 1;
aux_light_colour_1 c300 c100 b900;
aux_light_colour_2 3600 5000 4800;
aux_light_intensity_1 9,765625e-06;
aux_light_intensity_2 7,331615934183255e-06;
aux_light_position_1 4,372 -3,642 -4,35;
aux_light_position_2 4,371433399933323 -3,632749566197456 -4,35;
aux_light_volumetric_intensity_1 0,001953125;
background_3_colors_enable false;
background_brightness 0;
background_color_1 0000 0000 0000;
basic_fog_color 0000 0000 0000;
basic_fog_visibility 0,3077294528484344;
camera 4,378288160779908 -3,644444433539187 -4,360477972239236;
camera_distance_to_target 0,04083569021895623;
camera_rotation 37,98291003257645 44,99999999999924 -105,1200070055842;
camera_top -0,8744193527633125 -0,448744491912779 -0,1844428813777624;
detail_size_min 1e-08;
DOF_blur_opacity 0,5;
DOF_enabled true;
DOF_focus 0,01444213837385178;
DOF_max_noise 0,5;
DOF_monte_carlo true;
DOF_number_of_passes 8;
DOF_radius 1;
DOF_samples 400;
fake_lights_color ff00 c400 9300;
fake_lights_max_iter 8;
fake_lights_min_iter 2;
fake_lights_orbit_trap_shape line;
fake_lights_visibility 32;
file_background ./mandelbulber/textures/skylit_garage_4k.png;
file_lightmap /usr/share/mandelbulber2/textures/lightmap2.jpg;
flight_last_to_render 0;
fog_color_1 ba00 ba00 ba00;
fog_color_2 1e00 1a00 1700;
fog_color_3 0200 0100 0100;
formula_1 198;
formula_material_id 3;
fov 80;
hdr true;
image_height 540;
image_proportion 4;
image_width 960;
julia_c 4,116810479392058 -2,856743430785403 -4,203825267258475;
julia_mode true;
keyframe_last_to_render 0;
main_light_alpha 111,91;
main_light_beta -65,22;
main_light_position_relative false;
mat3_file_color_texture ./Dokumente/Allegorithmic/Substance Designer/Concrete_01/Concrete_01_basecolor.png;
mat3_file_normal_map_texture ./Dokumente/Allegorithmic/Substance Designer/Concrete_01/Concrete_01_normal.png;
mat3_file_roughness_texture ./Dokumente/Allegorithmic/Substance Designer/Concrete_01/Concrete_01_roughness.png;
mat3_fractal_coloring_ic_rad_enabled_false true;
mat3_fractal_coloring_ic_rad_weight 2;
mat3_fractal_coloring_ic_xyz_enabled_false true;
mat3_fractal_coloring_init_cond_enabled_false true;
mat3_fractal_coloring_xyzC_111 2 1 1;
mat3_fresnel_reflectance true;
mat3_is_defined true;
mat3_rough_surface true;
mat3_specular 1,26;
mat3_specular_metallic 1;
mat3_specular_metallic_width 2;
mat3_specular_plastic_enable false;
mat3_specular_width 1,6;
mat3_surface_color ff00 ff00 ff00;
mat3_surface_color_gradient 0 fdfdfd 1893 e4e2df 2360 181818 2694 848484 4938 959595 7999 d12b1c 8463 e2d5d5;
mat3_surface_roughness 0,05;
mat3_texture_fractalize_start_iteration 5;
mat3_texture_mapping_type 1;
mat3_texture_rotation 12 0 0;
mat3_texture_scale 0,02 0,02 0,02;
mat3_transparency_color 8800 8100 6500;
mat3_transparency_index_of_refraction 1,45;
mat3_transparency_interior_color 1a00 7600 9d00;
mat3_transparency_of_interior 0,2;
mat3_transparency_of_surface 0,8;
mat3_use_colors_from_palette false;
mat5_coloring_speed 8;
mat5_fractal_coloring_algorithm 3;
mat5_is_defined true;
mat5_metallic false;
mat5_specular 1,25;
mat5_specular_metallic 1;
mat5_specular_metallic_width 2;
mat5_specular_plastic_enable false;
mat5_specular_width 0,2;
mat5_surface_color c300 c300 c300;
mat5_surface_color_gradient 0 413c2c 1250 fbffdb 2500 171b15 3750 eaeabf 5000 6c4322 6250 5d8aad 7500 f9ffbb 8750 2b3124;
mat5_use_colors_from_palette false;
MC_soft_shadows_enable true;
penetrating_lights false;
primitive_sphere_1_position 3,8 0,008 0,16;
primitive_sphere_1_radius 0,016;
raytraced_reflections true;
target 4,360517604325262 -3,621685169027311 -4,331602778770979;
view_distance_max 31,90714939724514;
volumetric_fog_colour_1_distance 0,002281425442176715;
volumetric_fog_colour_2_distance 0,00456285088435343;
volumetric_fog_density 0,125;
volumetric_fog_distance_factor 0,00456285088435343;
volumetric_fog_enabled true;
[fractal_1]
transf_scale_2 -1,5;

Offline Voulxe

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« Reply #2 on: May 23, 2020, 09:21:40 PM »
Thanks for the quick repy and for testing the parameters :)

I agree, that turning off the positional lights helps.
And due to the high Ambient Occlusion in the above render, they only have a subtle effect ... but an effect that I do not want to miss ;)

In my humble opinion, the problem comes with the 'Multiple rays with light map' ... as turning the AO to 'Fast'-mode renders without noise. And turning off AO has no noise either.

Maybe the following scene is more clearly, as it depends on the positional light, and the main light and penetrating light would make the render ... meeh :D

Code: [Select]
# Mandelbulber settings file
# version 2.21
# only modified parameters
[main_parameters]
ambient_occlusion 0,5;
ambient_occlusion_color ff00 ee00 de00;
ambient_occlusion_enabled true;
ambient_occlusion_fast_tune 0,5;
ambient_occlusion_mode 1;
aux_light_colour_1 e800 db00 b900;
aux_light_enabled_1 true;
aux_light_intensity_1 0,4;
aux_light_place_behind true;
aux_light_position_1 8,98 -0,2 0,5;
aux_light_visibility 0,01;
aux_light_visibility_size 8;
aux_light_volumetric_enabled_1 true;
aux_light_volumetric_intensity_1 0,5;
background_3_colors_enable false;
background_color_1 bc00 e100 ec00;
background_color_2 e000 ff00 fd00;
basic_fog_color 2700 2500 2500;
basic_fog_enabled true;
basic_fog_visibility 1,945738792419434;
brightness 1,5;
camera 10,05598448757008 -0,6352621771989678 0,5027770322879666;
camera_distance_to_target 0,4550555944442705;
camera_rotation 90,22580936340857 4,397672630306436 -180;
camera_top -0,07667793201736103 -0,0003021982563076598 -0,9970558677515292;
contrast 1,5;
DE_factor 0,359375;
detail_level 2;
DOF_blur_opacity 1;
DOF_focus 0,009353588335216045;
DOF_max_noise 0,5;
DOF_MC_CA_camera_dispersion 1e-15;
DOF_monte_carlo true;
DOF_number_of_passes 4;
DOF_radius 7;
DOF_samples 400;
fake_lights_max_iter 8;
file_background ./mandelbulber/settings/textures/vx_01.jpg;
file_envmap /home/alsoputsomemaphere/73.jpg;
file_lightmap ./mandelbulber/textures/skylit_garage_4k.png;
flight_last_to_render 0;
fog_color_1 8600 8600 8600;
fog_color_2 2400 3000 3d00;
fog_color_3 1200 1200 1200;
formula_1 73;
formula_2 8;
formula_material_id 3;
formula_start_iteration_2 12;
formula_stop_iteration_2 13;
fov 60;
fractal_constant_factor -1,9 0,1 0,05;
glow_color_1 0000 0000 0000;
glow_color_2 d500 cd00 cc00;
glow_intensity 0,4;
hdr true;
hdr_blur_intensity 0,05;
hdr_blur_radius 20;
hybrid_fractal_enable true;
image_height 540;
image_proportion 4;
image_width 960;
julia_c 1,233365813938839 0,2999009515246653 -0,03975625657774451;
julia_mode true;
keyframe_last_to_render 0;
main_light_colour d500 cd00 cc00;
main_light_enable false;
mat3_file_color_texture ./Dokumente/Allegorithmic/Substance Designer/Concrete_01/Concrete_02_basecolor.png;
mat3_file_normal_map_texture ./Dokumente/Allegorithmic/Substance Designer/Concrete_01/Concrete_02_normal.png;
mat3_fractal_coloring_initial_color_value 0,9;
mat3_fractal_coloring_line_direction 1,178154362139917 1 0 0;
mat3_fractal_coloring_sphere_radius 4;
mat3_fresnel_reflectance true;
mat3_is_defined true;
mat3_metallic false;
mat3_normal_map_texture_height 0,3;
mat3_specular 1,25;
mat3_specular_metallic_width 2;
mat3_specular_plastic_enable false;
mat3_specular_width 0,2;
mat3_surface_color f200 f700 ff00;
mat3_surface_color_gradient 0 d4d4d4 2273 ffffff 4412 414b40 7162 ffffff;
mat3_texture_fractalize_cube_size 8;
mat3_texture_fractalize_start_iteration 16;
mat3_texture_mapping_type 1;
mat3_texture_scale 0,008 0,008 0,008;
mat3_transparency_interior_color 8800 8100 6500;
mat3_transparency_of_interior 0,5;
MC_soft_shadows_enable true;
penetrating_lights false;
primitive_sphere_1_empty true;
primitive_sphere_1_position 1,043663592220362 5,218798911482089 -0,4701490370075608;
primitive_sphere_1_radius 0,001;
shadows_cone_angle 2;
SSAO_random_mode true;
target 9,60227216062024 -0,637050319764399 0,5376700252085336;
view_distance_max 131,3916642049022;
volumetric_fog_colour_1_distance 0,01381933540708531;
volumetric_fog_colour_2_distance 0,02763867081417061;
volumetric_fog_distance_factor 0,4422187330267296;
volumetric_fog_enabled true;
[fractal_1]
mandelbox_scale 1,16;
transf_addition_constant_111 0,7 0,7 1;
transf_minimum_radius_05 0,025;
transf_rotation -6 -2,2 -9,5;
transf_scale_1 1,1;
[fractal_2]
transf_function_enabledR_false true;
transf_function_enabledY_false true;
transf_offsetC_0 0,6840000000000001;
transf_rotation -51,9 66 -166,4;
transf_start_iterations_Cy 1;
transf_start_iterations_F 1;
transf_start_iterations_P 1;
transf_start_iterations_Y 1;
transf_stop_iterations_Cy 169;
transf_stop_iterations_X 251;
transf_stop_iterations_Y 85;

Regards,
Volker

Offline buddhi

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    • Mandelbulber GitHub repository
« Reply #3 on: May 24, 2020, 09:26:04 AM »
This is very interesting case. I have tu figure out from where these red dots come from. There could be some bug in rendering engine.

Offline buddhi

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    • Mandelbulber GitHub repository
« Reply #4 on: May 24, 2020, 09:30:22 AM »
These red dot's should not exist whilst lightmap texture is grayscale. It is only visible in OpenCL mode. It must be a bug. I need to look into the code.

Offline buddhi

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Offline Voulxe

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« Reply #6 on: May 25, 2020, 08:36:18 PM »
Great! Thanks a lot ... will change the Topic to solved  :yes:


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