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

Colby Klein shakesoda at gmail.com
Wed Nov 19 22:51:27 CET 2014


Lukas: This is doing wonders for my scene. Awesome work! 2:41 @ confidence
75 / rate 30, samples capped at 3000 + adaptive distribution vs 4:05 @ 1000
samples and no adaptive sampling, and the result even looks a little
better! I can't wait for this to be in an official release.

Zauber: Crank up the number of samples in your scene and it'll only use as
many as it needs to be confident the tile is noise-free.


- Colby

On Wed, Nov 19, 2014 at 11:57 AM, Zauber Paracelsus <zauberexonar at gmail.com>
wrote:

> I tried it and got it to run under 64bit Wine.  GPU wasn't available,
> though I don't know if that was the result of a wine deficiency or if it
> was built without GPU support.
>
> Anyways, when I tried it, I found no noticeable difference in noise on a
> simple scene, and with a more complex indoor scene I saw a slight
> difference in the noise patterns of some spots, but overall no reduction
> in noise.
>
> I don't know if I'm doing anything wrong though.  Is this designed to be
> targeted more at caustics?  Or is it meant for scenes that otherwise
> would require hundreds of samples?  (my own renders typically use 32
> samples or less)
>
> On 11/19/2014 01:47 PM, Lukas Stockner wrote:
> > The most recent build is
> >
> https://www.dropbox.com/s/w1ddfjwc0kfd0u0/Blender_2.72_Win64_MSVC12_adaptive4_CUDA.zip?dl=0
> > , but the newest changes (forcing Sobol when using Adaptive and the max
> > sample setting for error-progressive) aren't included yet.
> >
> > Am 19.11.2014 um 17:35 schrieb Zauber Paracelsus:
> >> Okay, I forgot to ask.  Where do I find the patched builds?
> >>
> >> 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.
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