Noise issue with multiple layers of transparent materials

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Benjamin76
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Rombout wrote:Which windows have the double sheets of glass cause i dont see multple reflections?

Perhaps try to give the second sheet less IOR value? but this will mean less reflections strength
In those renders, glass material is a mixture of thin film and gloss materials, therefore the double reflection effect is dampened.

Windows do not have double sheets of glass. What I meant is that there is more noise when the view allows you to see an interior through two layers of windows as the design features intersecting spaces.
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Rombout
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Well its better not to use glossy on windows, that's probably causing your issue. Just use thin glass and add perhaps a second sheet to get a double reflection.
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Hieru
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What Rombout says ^^.

As an alternative approach, single sided SSS plus Thin Film will give a double reflection to the glazing. I tend to only use that for glass panels, so I would stick to Thin Film in this scenario.
Benjamin76
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Rombout wrote:Well its better not to use glossy on windows, that's probably causing your issue. Just use thin glass and add perhaps a second sheet to get a double reflection.
Thin glass material just gives more noise. I mentioned that in the first post in this thread
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Rombout
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The scene isnt easy looking at it, higher the Sample Limit to double or higher and see what happens. Normally thin glass is the way to go, glossy uses caustics which is harder to render, quite weird that this gives better result.
Benjamin76
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Just run a thorough test in Clay Render mode.
Transparent Material Comparison.jpg
Transparent Material Comparison.jpg (114.03 KiB) Viewed 498 times
I tried turning off Shadow Caster. Not helpful at all.
withGlass_NoShadow.jpg
withGlass_NoShadow.jpg (48.07 KiB) Viewed 497 times
Last edited by Benjamin76 on Wed Sep 27, 2017 9:24 pm, edited 1 time in total.
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Rombout
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Is the IOR on both the glossy and thin glass the same?

What engine are you using?
Benjamin76
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Rombout wrote:Is the IOR on both the glossy and thin glass the same?

What engine are you using?
IOR is 1.52 for both glossy and thin film glass materials. I am using Presto(MC)
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Yes, sorry overread that in the first post. Try higher tracing depth to start with. With more sheet of glass its harder to render. But i already see noise in the glassless renders. Is that comparison shot also with 512 sample limit.

Are all the light in the interior setup the correct way?

try lower IOR of 1.42 - 1.44
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Rombout wrote:Yes, sorry overread that in the first post. Try higher tracing depth to start with. With more sheet of glass its harder to render. But i already see noise in the glassless renders. Is that comparison shot also with 512 sample limit.

Are all the light in the interior setup the correct way?

try lower IOR of 1.42 - 1.44
lights are optimized already. I know there is some base noise at 512 sample limit. I just want to figure out the best way to define a glass material.

Lower IOR and higher tracing depth definitely help a bit. You are right on those tips.
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