Hello, a pleasure, before all.
I'm a beginner who had been trying to understand how to use and work with DAZ, since I want to create my own game.
I had been doing some tutorials, following some guides and similar to know how to use it, and have even accumulated the assets necessaries for my game and everything, but I had found a wall that it's impossible for me to escalate.
I can't on any way, make my renders to have no noise. I had been looking over post and similar and have found that maybe the problem is my actual graphic card (and rx 570), since I actually have a decent cpu (ryzen 5 3600). I would like to hear opinions about this, and also some advices or help in how to fix this problem, since I want to continue learning about the program, and obviously continue with the game that I have planned.
Also, I had been looking over possible solutions, such as using octane to render the scenes, since its more compatible with an amd gpu. But I lack the knowledge over if this plugin is more advanced to what a novice such as me should use or not.
I appreciate any answer to this questions since I'm really desperate over this issue.
Thanks in advance.
Hi and welcome. A few questions to help us understand what you are doing at the moment:
Can you post an example of a render where you have the problems?
Are you using the "Nvidia Iray" render engine? or the legacy "3Delight"?
How long are you letting your renders run?
If you are using Iray, are you using a HDRI environment map for lighting? or individual lights?
As you have already be doing your own research, I'm sure you are aware that Daz is very limited when attempting to render using the Iray engine if you do not have an Nvidia GPU. It is possible to use the CPU only for rendering, but will take 20x - 30x time longer to achieve the same quality of output. (see here for comparisons of GPUs and CPUs
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). Your AMD card cannot be used at all by the Iray engine.
In general, the Iray render engine is quite prone to "noise" or "grain" in the output.
Grain is the result of the render engine getting significantly different color calculation results for neighbouring output pixels that "in the real world" would have much closer colors. This would typically be due to insufficient information for the render engine to decide the color accurately, due to not enough information for that pixel's light - and not enough information is due to either not enough time to do lots of repeated calculation (which will average out the differences over time) or not enough/not strong enough light sources falling onto that surface, so each calculation might be for 2nd or 3rd (or higher!) level indirect bounces from weak or distant light sources.
It is generally suggested to use one of the following to try and solve:
1. Add more light to the scene, especially falling into the areas where there is "noise" (Note the light doesn't have to be bright or strongly visible - just enough so the render engine is able to get a more consistent result when calculating the color of the light bounces for the pixels in those areas).
1a. If you want a "dark room" with strong shadows style image, so you are purposely using weak lights, then you can achieve the look by using stronger lights and adjusting the "Tone Mapping" settings to make the final result darker.
2. Allow to the render to run significantly longer.
3. Use a denoiser (built-in or an external program such as the Intel denoiser)
4. Render at 1.5x or 2x resolution, then in an external program such as photoship, use a noise reduction filter and then resize your images down to the target size (this acts as a averaging filter for the pixel color variations while still retaining sharp details at your target image size)
Your question is very common and there are lots of threads. Here are a few that might help:
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https://f95zone.to/threads/how-can-i-remove-that-damn-grain.8232/
https://f95zone.to/threads/need-help-with-graininess.31314/