With unified sampling generally providing higher samples per pixel in detail areas, Gauss no longer requires a minimum filter size of 3, therefore lessening the tendency to make images more blurry. ![]() Samples near the center of the pixel have virtually the same contribution weight, but rapidly, though smoothly, falloff as distance from the center of the pixel increases. Gauss uses a bell-shaped curved fall-off for sample contribution. ![]() Triangle offers better results than Box, but is rarely used as there is not much time penalty to use Gauss relative to other render settings. This filter shape defines a linear fall-off for sample contribution. This causes samples and details at the center of the pixel to be more "present" in the final computed pixel in the framebuffer. As samples move further away from the center of the pixel, their contribution weight falls off as defined by the filter shape. The types other than box weigh samples higher at center of the pixel. It is called Box because that is the shape seen when graphing the equal sample weights against their distance from the center of the pixel. Samples are averaged together within the filter size window. In Finalgather (FG) mode, controls the number of FG rays, as well as the FG point density and other FG controls. ![]() For the basic default Global Illumination (GI) mode, this controls the number of GI rays. Indirect Diffuse QualityĬontrols the number of samples split out for a diffuse interaction at a material. The quality control affects samples, the number of FG rays that are used. brute force, as each eye ray which intersects a diffuse surface shoots a number of FG rays. Uses the Finalgather technique for indirect diffuse sampling without the interpolated FG map, i.e. The quality control affects samples and pre-sample density, and should provide sufficient control for most usage. Uses the Finalgather technique for indirect diffuse sampling using the interpolated FG map. The Diffuse Trace Depth control affects how deep in the eye sample path this technique will be used. This uses the quality control for determining indirect samples (GI rays). Uses the latest GI technique in mental ray to provide indirect diffuse sampling. No indirect diffuse sampling occurs On (GI Prototype) All use the same quality control to control the sampling quality of diffuse materials. This selects the technique for providing indirect diffuse reflection and transmission. ![]() This control is currently duplicated in the IBL node Attribute Editor User Interface. Currently, separate from lighting quality and enabled when environment lighting is enabled. Environment Lighting QualityĬontrols the number of environment light samples to use. Lighting quality takes into account the number of lights, both point and area, as well as trace depth and other factors to ultimately determine how many light samples to use. This disregards the explicit samples settings in each area light in favor of more sweeping scene control. When actively enabled, the default for new scenes, mental ray uses light importance sampling (LIS) to sample the lights. Lighting QualityĬontrols the number of light samples at an intersection point, when a ray hits an object, and the material is processed. When there is noise in the scene, typically increase this quality. This is the primary control for quality vs. The number of samples per pixel varies depending on the quality measured locally per pixel region. Controls the samples per pixel globally across the scene in unified sampling mode, the default mode.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |