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Noise Reduction Tutorial for Interiors


Riccardo Bancone writes:

Hi! My name is Riccardo Bancone and I am a freelance 3d Artist from Italy.
I just recorded a tutorial with some tips to Improve your interior renderings by reducing noise and fireflies when using mesh with emission materials. I hope you will find it useful!


  1. The trick explained in the tutorial has the side-effect of "killing" secondary bounce intensity which, in terms of scene-referred lighting are a must for photorealism, especially when you deal with strong lights as sun lamps, or HDRs. In the scene used for this tutorial though, it looks still acceptable since the light emitters are quite weak.

  2. thank you for the interesting setup, i teach rendering to Interior Design students in Italy and the noise issue always comes out

    i have a couple questions:

    - why did you choose to raise the "Exposure" value instead of strenghtening the lights?
    - what is the advantage of using "Branched Path Tracing"?

    another thing: a value of 0.5 for the "Clamp Indirect" is quite radical, i usually go for higher values, but the results are there indeed, at the price of loosing quite a lot of illumiation in the scene, i guess it's a trial and error achievement?

    buona giornata Riccardo


  3. Your English is fine. Sound is ok. Thanks for no music! The latter irrelevant for tutorials like this, and distracting.

    Good tutorial, always helps to view other's approaches to lighting. Thanks for your efforts. I learned from this.
    Best regards,

  4. i don't know the firefly can be reduce by moving light away from surface!
    learn new thing from you, thanks for your sharing! may GOD blessed you!

  5. Riccardo Bancone on


    I used the exposure because I generally prefer to use lights with plausible power in watts , for example , if I want to light my scene with an incandescent lightbulb, i set the emission power to about 60-100 W. Then use the exposure if the scene is too bright. If I use sun and sky , I set the sun value to 441 and the environment at 48 (see this link, then I lower the exposure. About the branched path tracing, In this particular scene, There's probably no reason to use branched path tracing actually, but I often use SSS shaders in other projects and therefore I need more samples for SSS paths, that's because I keep branched path tracing as my default setting.

    About the 0.5 clamping value, i tend to keep it as low as possible, otherwise It would kill too much GI, as Alessio pointed out. And yes, I simply test the values to find the right one, but i generally avoid going above 1.

    • buonasera Riccardo,

      never tought about your approach to exposure, looks like a good idea and more "photographic", gonna try it

      instead, i intend the "Clamp" value the other way around, as an operator that cuts the brightness of the calculated pixel to the chosen value:

      0 = no effect
      lower value = diminished lighting
      higher values = lower impact on GI

      i've checked the docs and if i understand well, my approach is the correct one:

      thank you and keep up the good work!

      • Riccardo Bancone on

        You are absolutely right, In the rush of replying I made confusion. Anyway, what I was actually supposed to say, is, that I generally don't use values BELOW 1, and I tend to keep it as HIGH as possible, as a rule of thumb. But it depends on the scene I'm working on, in this case , 0.5 was fairly good.

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