Author Topic: light samples  (Read 11654 times)

2013-01-31, 20:49:20

lacilaci

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Trying different values at different scenarios and I often see this behaviour... All at default just different lightsamples, note that both images are pretty much just ca. one minute initial passes and the scene is lit only by a HDRI image.

2013-01-31, 20:52:06
Reply #1

lacilaci

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Now I currently think that in both situations corona would in time converge to identical results and that it is just difference in priorities in sampling... But I might be wrong and I'd like to ask what's happening differently when using higher light samples... Just to be sure that it is nothing wrong going on... :)

2013-01-31, 21:11:49
Reply #2

maru

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You mean "light samples multiplier" or "Max. sample intensity"?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-01-31, 21:14:53
Reply #3

lacilaci

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multiplier. Max sample intensity is set to 50 in both cases...

2013-01-31, 23:19:54
Reply #4

Ondra

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you are using HD cache here, aren't you...?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-02-01, 07:48:09
Reply #5

lacilaci

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I am. How it relates to light samples?
« Last Edit: 2013-02-01, 07:53:52 by lacilaci »

2013-02-01, 08:23:52
Reply #6

lacilaci

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just in case it wasn't apparent from previous images...

2013-02-01, 08:57:48
Reply #7

lacilaci

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And one more... this is a little noisy since it's PT+PT and pretty much only initial passes 64PTsamples, but the same difference should be pretty apparent and I'm afraid it wouldn't change in due process as it did not with HDcache.

2013-02-01, 09:22:22
Reply #8

lacilaci

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Another thing... If I would consider a BiDir as some lead to what lighting/Brightness I should look for, then it seems that renderings with lower(2) lightsamples gets me very close to what BiDir renders... So I have no idea what's happening when using high lightsamples value with PT+PT or HDcache...

Now I'm fine with using 2 samples if I can cause its "20min vs 50min for 16samples in those renderings at 2000x1500" but there might be something wrong going on when you need to up the samples in certain cases...

2013-02-01, 11:29:23
Reply #9

Ondra

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HD cache can give you different random brightness in each try. Buf if there is a systematic difference in path tracing, then it is probably a bug. Can you please upload the scene?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-02-01, 11:45:46
Reply #10

lacilaci

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well I can't but I'll recreate very simple scene with this effect apparently happening and will upload it here....

2013-02-01, 16:27:23
Reply #11

lacilaci

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lol, what actually happens if I turn lightsamples multiplier to 0,0? Cause it looks just pretty much the same but renders quite faster:D

2013-02-01, 16:34:17
Reply #12

maru

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I guess it makes sampling more uniform?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-02-01, 16:52:02
Reply #13

Ondra

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lol, what actually happens if I turn lightsamples multiplier to 0,0? Cause it looks just pretty much the same but renders quite faster:D
then only single light sample is used. Direct lighting then gets sampled mostly by path tracing.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-02-03, 21:53:32
Reply #14

Ondra

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Just as I've suspected, there is environment override active. The fakes are not fully finished right now
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)