# Identify where the Noise is coming from
 **AOVs for Analyzing Noise**
| | | |
| -------------------------- | ----- | --------------------------------------------------------------------------------------------------------------- |
| `C` | rgba | Beauty image. Identify aliased outlines, which would call for more pixel samples. |
| `cputime` | float | Identify slow-rendering objects, which might need object-specific properties, or other optimizations. |
| `indirectraycount` | int | Can be used to determine if Max Secondary Ray samples is being reached or not. |
| `primarysamples` | int | How the Pixel Oracle is affecting the primary/path traced samples. |
| `directdiffuse` | rgba | Direct diffuse samples. |
| `directemission` | rgba | Direct emissive samples. |
| `directglossyreflection` | rgba | Direct reflection samples. |
| `directvolume` | rgba | Direct volume samples. |
| `glossytransmission` | rgba | Refractive surfaces. |
| `indirectdiffuse` | rgba | Indirect diffuse samples. Emissive geometry set to _Treat As Light Source_ will be included here. |
| `indirectemission` | rgba | Indirect emissive samples. These rays come from emissive materials (as long as _Treat As Light Source_ is off). |
| `indirectglossyreflection` | rgba | Indirect reflection samples. |
| `indirectvolume` | rgba | Indirect volume samples. Requires **Volume Limit** of 1 or higher. |
| `sss` | rgba | Materials with sub-surface scattering. |
# Other
## Denoise
An effective strategy when denoising is to render and denoise at 2× resolution. Because this _quadruples_ the total number of pixels, you should also _reduce_ the pixel samples by 25%. See [Rebelway’s excellent overview](https://www.youtube.com/watch?v=dgK5i0cex1Q&t=2820s) for more details on this technique.
## Crop mask
- https://noahhaehnel.gumroad.com/l/Calculate-Datawindow
- When you have render layer, you have a lot of empty spaces around the object, it is wasted time in render.
## .RAT files conversion
- https://www.sidefx.com/docs/houdini/ref/utils/iconvert.html
- https://youtu.be/L51DUKjrkIo?t=658
## MIP MAP
[[KARMA MIPMAP]]