[Bf-committers] Cycles: Optimizing render speed?

Benjamin Humpherys benjamin.humpherys at gmail.com
Mon Nov 19 21:08:03 CET 2018


What about a way to manually specify parts of the image that need more samples? Maybe there could be a “paintbrush” to paint over the areas that are a little noisier and need more samples. Or a way (if this isn’t already in Cycles) to specify particular objects or geometry that should receive extra samples. One edge case I remember being talked about in the AMA regarding adaptive sampling based on local contrast was objects with caustics. So in that case perhaps create a cylinder enclosing the object and where the caustics are expected to appear, and tell Cycles to take more samples within that volume. 

Basically, maybe the solution isn’t an algorithm that covers all cases, but an algorithm that works well enough 80% of the time and manual controls to fix the edge cases and provide artistic control.

> On Nov 19, 2018, at 11:00 AM, Brecht Van Lommel <brechtvanlommel at gmail.com> wrote:
> 
> We would like to add adaptive sampling, it's just a matter of someone
> writing a good implementation which is not trivial.
> 
>> On Thu, Nov 15, 2018 at 7:15 AM Kurt Weiss <fundev at kwnet.at> wrote:
>> 
>> Sampling, Path Tracing:
>> Samples: e.g. 70.
>> 
>> Cycles renders all 70 Samples, regardless of whether the tile is
>> changing or not.
>> Often that's not neccessary in the main parts of the picture...
>> 
>> Maybe it's a idea to add a possibility to define a threshold by
>> comparing new an old images of the tile. (e.g. max. change of RGB value
>> in pixels)
>> 
>> Especially in areas where only background is present, the engine could
>> abort sampling after one or two samples. This would save a lot of time
>> at unattended rendering.
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