[Bf-docboard-svn] bf-manual: [8419] trunk/blender_docs/manual/render/cycles/render_settings: Update render settings section for Cycles-X

Alaska noreply at blender.org
Thu Sep 23 05:48:18 CEST 2021


Revision: 8419
          https://developer.blender.org/rBM8419
Author:   Alaska
Date:     2021-09-23 05:48:18 +0200 (Thu, 23 Sep 2021)
Log Message:
-----------
Update render settings section for Cycles-X

Modified Paths:
--------------
    trunk/blender_docs/manual/render/cycles/render_settings/performance.rst
    trunk/blender_docs/manual/render/cycles/render_settings/sampling.rst

Modified: trunk/blender_docs/manual/render/cycles/render_settings/performance.rst
===================================================================
--- trunk/blender_docs/manual/render/cycles/render_settings/performance.rst	2021-09-22 08:39:48 UTC (rev 8418)
+++ trunk/blender_docs/manual/render/cycles/render_settings/performance.rst	2021-09-23 03:48:18 UTC (rev 8419)
@@ -35,28 +35,10 @@
 .. _bpy.types.RenderSettings.tile_x:
 .. _bpy.types.RenderSettings.tile_y:
 
-Tiles X, Y
-   The size of the tiles for rendering.
+Tile Size
+   This value is used to control the size of the tile used for rendering. Decreasing the size reduces memory usuage.
 
-   Depending on what device you are using for rendering, different tile sizes can give faster renders.
-   For CPU rendering smaller tiles sizes (like 32 × 32) tend to be faster, while for
-   :doc:`GPU rendering </render/cycles/gpu_rendering>` larger tile sizes give a better performance (like 256 × 256).
 
-.. _bpy.types.CyclesRenderSettings.tile_order:
-
-Order
-   Order of rendering tiles. This does not significantly affect the performance.
-
-.. _bpy.types.CyclesRenderSettings.use_progressive_refine:
-
-Progressive Refine
-   Instead of rendering each tile until it has finished every sample, refine the whole image progressively.
-   Note that progressive rendering is slightly slower than tiled rendering,
-   but time can be saved by manually stopping the render when the noise level is low enough.
-
-   For rendering animations it is best to disable this feature, as stopping a frame early is not possible.
-
-
 Acceleration Structure
 ======================
 
@@ -82,14 +64,6 @@
 Final Render
 ============
 
-.. _bpy.types.RenderSettings.use_save_buffers:
-
-Save Buffers
-   Saves all render layers and passes to the temp directory on a drive,
-   and reads them back after rendering has finished. This saves memory (RAM) usage during rendering,
-   particularly when using many render layers and passes. This can be read back in the Compositor
-   and Image editor by using :ref:`bpy.ops.node.read_viewlayers`.
-
 .. _bpy.types.RenderSettings.use_persistent_data:
 
 Persistent Data
@@ -109,8 +83,3 @@
 Pixel Size
    Option to control the resolution for viewport rendering.
    Allows you to speed up viewport rendering, which is especially useful for displays with high DPI.
-
-.. _bpy.types.CyclesRenderSettings.preview_start_resolution:
-
-Start Pixels
-   Resolution to start rendering preview at, progressively increase it to the full viewport size.

Modified: trunk/blender_docs/manual/render/cycles/render_settings/sampling.rst
===================================================================
--- trunk/blender_docs/manual/render/cycles/render_settings/sampling.rst	2021-09-22 08:39:48 UTC (rev 8418)
+++ trunk/blender_docs/manual/render/cycles/render_settings/sampling.rst	2021-09-23 03:48:18 UTC (rev 8419)
@@ -18,28 +18,6 @@
 both indirect light sampling (letting the ray follow the surface BSDF)
 and direct light sampling (picking a light source and tracing a ray towards it) are used.
 
-.. _bpy.types.CyclesRenderSettings.progressive:
-
-Integrator
-   There are two sample methods that can be used: *Path Tracing* and *Branched Path Tracing*.
-
-   :Path Tracing:
-      The *Path Tracing* integrator is a pure path tracer;
-      at each hit it will bounce light in one direction and pick one light to receive lighting from.
-      This makes each individual sample faster to compute,
-      but will typically require more samples to clean up the noise.
-   :Branched Path Tracing:
-      The non-progressive Branched Path Tracing integrator offers finer control over sampling.
-      It is similar to *Path Tracing*, but at the first hit it will split the path for
-      different surface components and will take all lights into account for shading instead of just one.
-
-      This makes each sample slower, but will reduce noise,
-      especially in scenes dominated by direct or one-bounce lighting.
-      To get the same number of diffuse samples as in the path tracing integrator,
-      note that e.g. 250 path tracing samples = 10 AA Samples × 25 diffuse samples.
-      The Sampling panel shows this total number of samples.
-
-.. _bpy.types.CyclesRenderSettings.aa_samples:
 .. _bpy.types.CyclesRenderSettings.samples:
 
 Render
@@ -46,10 +24,6 @@
    Number of paths to trace for each pixel in the final render. As more samples are taken,
    the solution becomes less noisy and more accurate.
 
-   When using *Branched Path Tracing*, this changes the *AA Samples*
-   which are multiplied by the `Sub Samples`_ and improve :term:`Anti-Aliasing`.
-
-.. _bpy.types.CyclesRenderSettings.preview_aa_samples:
 .. _bpy.types.CyclesRenderSettings.preview_samples:
 
 Viewport
@@ -57,47 +31,6 @@
    enables indefinite sampling of the viewport.
 
 
-Sub Samples
-===========
-
-The subpanel is only shown when using *Branched Path Tracing*.
-
-.. _bpy.types.CyclesRenderSettings.diffuse_samples:
-
-Diffuse
-   Number of diffuse bounce samples to take for each AA sample.
-
-.. _bpy.types.CyclesRenderSettings.glossy_samples:
-
-Glossy
-   Number of glossy bounce samples to take for each AA sample.
-
-.. _bpy.types.CyclesRenderSettings.transmission_samples:
-
-Transmission
-   Number of transmission bounce samples to take for each AA sample.
-
-.. _bpy.types.CyclesRenderSettings.ao_samples:
-
-AO
-   Number of ambient occlusion samples to take for each AA sample.
-
-.. _bpy.types.CyclesRenderSettings.mesh_light_samples:
-
-Mesh Light
-   Number of mesh light samples to take for each AA sample.
-
-.. _bpy.types.CyclesRenderSettings.subsurface_samples:
-
-Subsurface
-   Number of subsurface scattering samples to take for each AA sample.
-
-.. _bpy.types.CyclesRenderSettings.volume_samples:
-
-Volume
-   Number of volume scattering samples to take for each AA sample.
-
-
 .. _bpy.types.CyclesRenderSettings.use_adaptive_sampling:
 
 Adaptive Sampling
@@ -107,7 +40,7 @@
 for faster rendering and more even noise distribution.
 For example hair on a character may need many samples, but the background may need very few.
 
-By default, the threshold to stop sampling pixels is adapted to the number of AA samples.
+By default, the threshold to stop sampling pixels is adapted to the number of samples.
 This reduces overall render time, and particularly after denoising the result will be almost indistinguishable.
 
 With adaptive sampling it is also possible to render images with a target amount of noise.
@@ -126,7 +59,7 @@
 
 Min Samples
    The minimum number of samples a pixel receives before adaptive sampling is applied.
-   When set to 0 (default), it is automatically set to the square root of the total (max) sample count.
+   When set to 0 (default), it is automatically set to a value determined by the *Noise Threshold*.
 
 
 .. _render-cycles-settings-viewport-denoising:
@@ -144,10 +77,6 @@
    For denoising the image after rendering with the :doc:`Denoising node </compositing/types/filter/denoise>`,
    the :ref:`Data Render Passes <render_layers_passes_data>` also adapt to the selected denoiser.
 
-   :NLM:
-      Uses `non-local means <https://en.wikipedia.org/wiki/Non-local_means>`__ to
-      denoise the image. Addition properties for this denoising method can be set in
-      the :ref:`View Layer Properties <render-layers-denoising-optix>`.
    :Open Image Denoise:
       Uses Intel's `Open Image Denoise <https://www.openimagedenoise.org/>`__,
       an AI denoiser which runs on the CPU.
@@ -181,7 +110,7 @@
 .. _bpy.types.CyclesRenderSettings.preview_denoising_input_passes:
 
 Input Passes
-   Controls which :doc:`Render Pass </render/layers/passes>` the OptiX AI denoiser should use as input,
+   Controls which :doc:`Render Pass </render/layers/passes>` the denoiser should use as input,
    which can have different effects on the denoised image.
    Generally, the more passes the denoiser has to denoise the better the result.
    It is recommended to at least use *Color + Albedo* as just *Color* can blur out details,
@@ -191,7 +120,23 @@
    :Color + Albedo: Denoise the color and albedo data.
    :Color + Albedo + Normal: Denoise the color, albedo, and normal pass data.
 
+Prefilter
+   Controls whether or not prefiltering is applied to auxiliary passes (Albedo and Normal) for use when
+   denoising.
 
+   :None: 
+      Assumes that the *auxiliary passes* are noise free while denoising and does not do any preprocessing
+      on the *auxiliary passes*. This option retains the most detail and is the fastest.
+   :Fast: 
+      Assumes the *auxiliary passes* are not noise free, but does not apply processing to the 
+      *auxiliary passes*. This option is faster than *Accurate* but generally produces a blurrier result.
+   :Accurate: 
+      Prefilters the auxiliary passes before denoising to reduce noise. This option usually produces
+      more detailed results than *Fast* with increase processing time.
+
+   Visible only when using *OpenImageDenoise*
+
+
 Advanced
 ========
 
@@ -214,10 +159,6 @@
    :Sobol:
       Uses a Sobol pattern to decide the random sampling pattern used by the integrator.
       See `Sobol sequence <https://en.wikipedia.org/wiki/Sobol_sequence>`__ on Wikipedia for more information.
-   :Correlated Multi-Jitter:
-      Uses a correlated multi-jitter pattern to decide the random sampling pattern used by the integrator.
-      See `this Pixar paper <https://graphics.pixar.com/library/MultiJitteredSampling/paper.pdf>`__
-      for more information.
    :Progressive Multi-Jitter:
       Uses a progressive multi-jitter pattern to decide the random sampling pattern used by the integrator.
       Its advantage is to provide a well distribution of samples over iterating sample counts.
@@ -226,11 +167,6 @@
       See `this Pixar paper <https://graphics.pixar.com/library/ProgressiveMultiJitteredSampling/paper.pdf>`__
       for more information.
 
-.. _bpy.types.CyclesRenderSettings.use_square_samples:
-
-Square Samples
-   Square the amount of samples.
-
 .. _bpy.types.CyclesRenderSettings.min_light_bounces:
 
 Min Light Bounces
@@ -256,21 +192,6 @@
    Using this setting can decrease the render times needed to calculate
    the rays which in the end have very little affect on the image.
 
-.. _bpy.types.CyclesRenderSettings.sample_all_lights_direct:
-
-Sample All Direct Lights

@@ Diff output truncated at 10240 characters. @@


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