[UE 5.4] Reduce noise in shadow area

Hello!
How can I reduce noise in the marked area?
I mostly aim for single-image static render with RayTracing.
Can I increase RayTracing render quality?
I’m using only Direct Light and Sky Light.
I tried increase Samples Per Pixel value for light sources, as well as Final Gather Quality for Lumen in PostProcessVolume, but to no effect.

And the second question - how can I read of ‘light spill’ over the left edge of the platform?

you could put a dim light behind the camera. so you light up that portion directly. the way it is right there, is you get a couple probes on the floor and the side panel but most of the information, that is required for this to be stable, is offscreen. you may have to cheat a lil bit.

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Thank you, I will try!
I hoped there is some settings for this :slight_smile:

Out of curiosity, if you just need a high-quality static render, how come you’re not using the path-tracer?

I haven’t been able to figure Path Tracing out yet :frowning:
Nanite mesh appears some kind of blurry and low-quality with Path Tracing renderer.

try inputting r.raytracing.nanite.mode 0 into the console and then rendering. That should fix the geo.

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Thank you for your advice! It’s actually better (additionally to Fallback Relative Error 0), but model still missing a lot of details that visible with ray tracing

I am so sorry, I should have said r.raytracing.nanite.mode 1, that was my bad.

If you’re getting blurry/low-quality results from a PT renderer with nanite, that almost certainly means your proxy mesh is just not capturing the detail you need to. As an example:


Nanite mesh, raster

Nanite mesh, PT, proxy geo. Notice the blurriness and loss of detail.

Nanite Mesh, PT, with the above command reenabled. Notice you’re getting the full-fat microgeometry, correct textures, and all the fine shading you’d expect from the PT.

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