[Bf-cycles] Feature: Per-Object or Per-Material Samples?

Lukas Stockner lukas.stockner at freenet.de
Mon Nov 17 21:43:57 CET 2014

Yes, that's exactly the idea behind the adaptive sampling. You can try it out at developer.blender.org/D808 (if you build Blender yourself) or use the Windows build.
I'd be curious whether it helps in your case as that's exactly the situation it's targeted at.

Am 17.11.2014 21:23 schrieb Colby Klein <shakesoda at gmail.com>:
> I'd definitely appreciate something like this too, I always end up needing to crank up the sample count for some spots with SSS and areas of simpler materials will be doing in excess of 10x more sampling than they have to. It'd really save a lot of time.
> I saw a bunch of talk of adaptive sampling, is that intended to help with this issue?
> - Colby
> On Mon, Nov 17, 2014 at 12:20 PM, Zauber Paracelsus <zauberexonar at gmail.com> wrote:
>> Okay, I'm not familiar with blender's internals, so I don't know if this
>> idea is viable or not.  But one thing I've found with Branched PT is
>> that although it is very good at targeting noise sources, sometimes it
>> isn't enough, or it does too much where it isn't needed.
>> One thing I've found myself desiring is the ability to boost the sample
>> count for either (A) specific objects or (B) specific shaders.
>> For example:
>> 1) I may have many glossy objects, but only one of them is producing a
>> lot of noise. Simply ramping up the glossy samples will make all glossy
>> objects take up more render time.  However, if you could set a sample
>> count for that particular object, then
>> 2) Particularly small or thin objects (such as hair) may need a great
>> number of samples in order to get rid of noise.  Being able to increase
>> the sample count for the hair itself either via the emitter or the hair
>> shader would be very useful in this case.
>> So, any thoughts or suggestions?  Again, I don't know the internals of
>> blender or cycles, so I don't know if this is a viable option.
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