![]() The reflection is good, the noisiness is in the yellow logo itself. The Yellow logo appears clearly in the reflection when the ground surface Roughness is reduced to 0. If the noise disappears you know there is a problem in Specular Indirect. You can check by setting the surface in which something is reflected to have a Roughness of 0. ![]() Specular Indirect noise is caused by the reflection of objects in other objects and not the reflection of lights in objects, which is Specular Direct. There is little point adding light samples to all your lights, in the image above the light behind the yellow logo on the left needs additional samples but the other lights in the scene can probably be left as they are to keep render times as low as possible. Shadow Noise is always a result of too few Light samples. If not, and not Shadow Noise, carry on to Specular Indirect Noise. If this gives you a noise-free image, then you are ready to go. It can be cured with additional Light samples, but also see Shadow Noise. Diffuse Direct Noiseĭirect Diffuse noise is usually seen in the shadows of your objects. ![]() ![]() Direct is reflection of the lights themselves in your surface, while indirect is a reflection of other objects. It can be confusing to spot the difference between Specular Direct and Specular Indirect noise. Usually, increasing the Light samples a little is enough to cure these problems, but it does depend on the size of the light - larger lights will require more. In the blue ball we can see obvious lacks in lights reflected, particularly the Area light, which is very noisy. Specular noise is caused by a lack of light samples. Was adjusting your Camera samples enough? Then go render. This noise can be cured with additional Camera samples. Nonetheless, you can actually see a bit in the curls of the gray logo at front right and between the cubes just behind it. Indirect Diffuse noise is probably the most common defect and in this scene we don't actually have much, mainly because we don't have many purely diffuse objects in the scene. You can probably get a clean render without increasing them. If there's no motion blur or depth of field in your scene, look at the other buffers before you increase Antialiasing samples. If the Alpha is the only problem with your scene you can Go! If not, carry on down the list, but be aware that those Camera samples are multipliers for the other sample settings so be prepared to juggle otherwise you will end with longer than necessary render times. To correct both of these problems all that is needed is more Camera Samples for anti-aliasing, but we should start by taking the Depth of Field out of the equation. The yellow and green logos are subject to depth of field and the gray logo is moving fast and the noise is caused by motion blur (and possibly some DoF too). The Alpha shows us that the yellow logo is noisy, the green one at the back is noisier still, and the gray one to the right is the most noisy. When trying to find the problem with this scene, we can check how the Alpha looks to see if it's purely an anti-aliasing problem. These all combine to give a render that looks like
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