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

Zauber Paracelsus zauberexonar at gmail.com
Mon Nov 17 22:00:38 CET 2014


Alright.  I think I'll try the windows build under Wine to see how that 
works.  If it doesn't, I'll wait for the Linux build.

On 11/17/2014 03:56 PM, Lukas Stockner wrote:
> I'm not aware of one. My development build most likely won't work for you (shared libraries, enabled AVX2 etc.), so you can either run the Win x64 testbuilds in Wine (the performance hit shouldn't be high), build one yourself (it's quite easy on Linux, just run the dependency script) or wait until tomorrow, since I'll try to build a static-linked build for Linux as well...
>
> Am 17.11.2014 21:49 schrieb Zauber Paracelsus <zauberexonar at gmail.com>:
>> I hadn't heard of the adaptive samples thing.  Is there a 64bit Linux
>> build available for it?
>>
>> On 11/17/2014 03:43 PM, Lukas Stockner wrote:
>>> 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.
>>>>> _______________________________________________
>>>>> Bf-cycles mailing list
>>>>> Bf-cycles at blender.org
>>>>> http://lists.blender.org/mailman/listinfo/bf-cycles
>>> _______________________________________________
>>> Bf-cycles mailing list
>>> Bf-cycles at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-cycles
>> _______________________________________________
>> Bf-cycles mailing list
>> Bf-cycles at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-cycles
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> http://lists.blender.org/mailman/listinfo/bf-cycles



More information about the Bf-cycles mailing list