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stupid bruteforce question... global mult very different then increasing BF subdivs..

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  • stupid bruteforce question... global mult very different then increasing BF subdivs..

    Hello !

    was playing with engine today (3.00.05) to find a good way for BF/LC or BF/BF renderings.
    btw i figured a huge difference when using LC retrace with BF/LC method. Impressive.

    here's the question :

    if i leave the BF subdivs to default 8 and raise the global multiplier to, let's say, 8, i excepected a BF subdivs at 64.
    But in fact the result is VERY different if if set the BF subdivs to 64 and let the global multiplier to 1.0.
    There's something important here i missed, for sure.
    Someone can explain me ?

    thanks in advance,
    Jérôme Prévost.
    SolidRocks, the V-Ray Wizard.
    http://solidrocks.subburb.com

  • #2
    8 BF subdivs = 64 rays times 8 = 512 rays max

    64 BF subdivs = 4096 rays times 1 = 4096 rays max.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      doh ! got it !
      multiplication opposed to square... sounds very logical.

      Huge thanks, Vlado !
      Jérôme Prévost.
      SolidRocks, the V-Ray Wizard.
      http://solidrocks.subburb.com

      Comment


      • #4
        Math. Love it.

        Comment


        • #5
          Originally posted by bennyboy View Post
          Math. Love it.
          Might help for those who don't know about it: DMC Calculator
          Akin Bilgic | CGGallery.com
          Modeler & Generalist TD

          V-Ray Render Optimization
          V-Ray DMC Calculator

          Comment


          • #6
            Sounds like it's same behavior for irrmap subdivs.

            if you want 100 Hsph subdivs then you need to put 71 with globl mult = 2. (71² * 2 = 10000 approx). And not 50, wich is bad value is a bad value. Right ?

            was same in older Vray versions (hsph) ?
            Jérôme Prévost.
            SolidRocks, the V-Ray Wizard.
            http://solidrocks.subburb.com

            Comment


            • #7
              Originally posted by Subburb View Post
              was same in older Vray versions (hsph) ?
              Yes, it was exactly the same.

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

              Comment


              • #8
                thanks for fast answer.
                I have some things to rewrite now
                Jérôme Prévost.
                SolidRocks, the V-Ray Wizard.
                http://solidrocks.subburb.com

                Comment


                • #9
                  Originally posted by vlado View Post
                  8 BF subdivs = 64 rays times 8 = 512 rays max

                  64 BF subdivs = 4096 rays times 1 = 4096 rays max.

                  Best regards,
                  Vlado
                  Is that also for material and light subdivisions?
                  ie:
                  8 reflect subdivs = 64 rays times 8 = 512 rays max
                  64 reflect subdivs = 4096 rays times 1 = 4096 rays max.
                  ?
                  Kind Regards,
                  Morne

                  Comment


                  • #10
                    Originally posted by Morne View Post
                    Is that also for material and light subdivisions?
                    ie:
                    8 reflect subdivs = 64 rays times 8 = 512 rays max
                    64 reflect subdivs = 4096 rays times 1 = 4096 rays max.
                    ?
                    Yes - it's the same for Light, GI, Material, Fog subdivisions throughout your scene.

                    Subdivsions² * Global Subdivs Multiplier
                    Last edited by RockinAkin; 14-08-2014, 03:25 PM.
                    Akin Bilgic | CGGallery.com
                    Modeler & Generalist TD

                    V-Ray Render Optimization
                    V-Ray DMC Calculator

                    Comment


                    • #11
                      Don't forget its also divided by your maximum AA samples and controlled by adaptive amount in dmc settings...
                      CGI - Freelancer - Available for work

                      www.dariuszmakowski.com - come and look

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                      • #12
                        Originally posted by Dariusz Makowski (Dadal) View Post
                        Don't forget its also divided by your maximum AA samples and controlled by adaptive amount in dmc settings...
                        And is also affected by the orbit of the moon relative to Saturn.....that's where my brain goes when people start talking maths....
                        [Sorry to clutter the post with my ramble..it's Friday & I need to laugh..we all do]
                        cheers

                        Comment


                        • #13
                          Vlado, in that respect, the wording for it is somewhat misleading: if it was a SUBDIVS multiplier, the maths for obtaining rays would have to be (subdivs*GSM)^2.
                          In fact, as you pointed out, it's (subdivs^2)*GSM, so it multiplies the rays, not the subdivs.
                          Would you say it's worth a re-wording, at all?
                          Lele
                          Trouble Stirrer in RnD @ Chaos
                          ----------------------
                          emanuele.lecchi@chaos.com

                          Disclaimer:
                          The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                          Comment


                          • #14
                            Originally posted by ^Lele^ View Post
                            Vlado, in that respect, the wording for it is somewhat misleading: if it was a SUBDIVS multiplier, the maths for obtaining rays would have to be (subdivs*GSM)^2.
                            In fact, as you pointed out, it's (subdivs^2)*GSM, so it multiplies the rays, not the subdivs.
                            Would you say it's worth a re-wording, at all?
                            Agreed.

                            Global Subdivs Multiplier should be Global Samples Multiplier
                            Min Samples should be Min Adaptive Samples
                            Min Shading Rate should be moved from the Image Sampler group to the Global DMC group, as it has no effect on Image Sampling whatsoever... and perhaps should be named better as well.
                            At least they fixed the 'Time Dependent / Independent' madness.

                            ...or just get rid of it all and allow us to directly set the DMC Sampler min and max.
                            Akin Bilgic | CGGallery.com
                            Modeler & Generalist TD

                            V-Ray Render Optimization
                            V-Ray DMC Calculator

                            Comment


                            • #15
                              Originally posted by ^Lele^ View Post
                              Vlado, in that respect, the wording for it is somewhat misleading: if it was a SUBDIVS multiplier, the maths for obtaining rays would have to be (subdivs*GSM)^2. In fact, as you pointed out, it's (subdivs^2)*GSM, so it multiplies the rays, not the subdivs. Would you say it's worth a re-wording, at all?
                              This is correct, yes; I agree it will make more sense to change it.

                              Best regards,
                              Vlado
                              I only act like I know everything, Rogers.

                              Comment

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