I write wholly ready to stand corrected, so take it with a pinch of salt.
In essence, LC "splats" samples (Let's hope Vlado will never get to read this description of the LC by my hand...).
So one LC samples covers a screen area subtending "some" geometric detail.
In its original form (before leak prevention added samples where geometric detail required it. so 2.x ), this was it, and when the BF GI queried the LC sample for secondary lighting information, if the LC sample was subtending very high detail geo, the BF would get some of that secondary info wrong, returning a pixel-accurate wrong GI solution (your "splotch", or "leak", or "cut" in a seam line).
Now, the issue is partially cured by the Leak Prevention algo, which will take care of fine-graining the LC where required, and shoot samples in those areas which will need it, and partly with Retrace.
So when the BF GI queries the LC, if the LC isn't so "sure" of its sample quality, it will delegate correct secondary sampling to the BF engine, incurring in a render time penalty to ensure a correct GI result.
For animations, the raising of per-frame LC samples is done to ensure a densely oversampled LC solution, which is a very general method to stabilise means, all the more important when said solution will change by an unknown amount in the next frame, while needing to blend right in with it.
The need for a higher Retrace value is derived by both a higher number of LC samples (don't quote me on this, but it ought to make the retrace threshold harder to hit, thereby tending to overuse the LC @ 3000 subdivs, compared to the one at 1000 subdivs), and by said need for temporal coherence.
as a general rule of thumb to go about setting these up, you may try this:
1 x 1k LC subdivs (1k) -> Retrace of 2.0^1 (2.0)
2 x 1k LC Subdivs (2k) -> Retrace of 2.0^2 (4.0)
3 x 1k LC Subdivs (3k) -> Retrace of 2.0^3 (8.0)
4 x 1k LC Subdivs (4k) -> Retrace of 2.0^4 (16.0)
(maths notice: retrace is linear, subdivs squared. hence the correspondence above)
Notice the above will keep the retrace to LC ratio consistent as the LC gets denser and more defined.
It goes without saying that if your 1k LC subdivs solution needs a higher Retrace to be clean (say, 2.5), then the above would need to have 2.5^x instead of 2.0^x to maintain the ratio.
If your head's a bit hurting, right now, well, you know why we like a simpler approach to it all: 1k LC subdivs, 2 retrace for stills, 3k LC subdivs, 8 Retrace for animations. Raise Retrace slightly if needed. ^^
In essence, LC "splats" samples (Let's hope Vlado will never get to read this description of the LC by my hand...).
So one LC samples covers a screen area subtending "some" geometric detail.
In its original form (before leak prevention added samples where geometric detail required it. so 2.x ), this was it, and when the BF GI queried the LC sample for secondary lighting information, if the LC sample was subtending very high detail geo, the BF would get some of that secondary info wrong, returning a pixel-accurate wrong GI solution (your "splotch", or "leak", or "cut" in a seam line).
Now, the issue is partially cured by the Leak Prevention algo, which will take care of fine-graining the LC where required, and shoot samples in those areas which will need it, and partly with Retrace.
So when the BF GI queries the LC, if the LC isn't so "sure" of its sample quality, it will delegate correct secondary sampling to the BF engine, incurring in a render time penalty to ensure a correct GI result.
For animations, the raising of per-frame LC samples is done to ensure a densely oversampled LC solution, which is a very general method to stabilise means, all the more important when said solution will change by an unknown amount in the next frame, while needing to blend right in with it.
The need for a higher Retrace value is derived by both a higher number of LC samples (don't quote me on this, but it ought to make the retrace threshold harder to hit, thereby tending to overuse the LC @ 3000 subdivs, compared to the one at 1000 subdivs), and by said need for temporal coherence.
as a general rule of thumb to go about setting these up, you may try this:
1 x 1k LC subdivs (1k) -> Retrace of 2.0^1 (2.0)
2 x 1k LC Subdivs (2k) -> Retrace of 2.0^2 (4.0)
3 x 1k LC Subdivs (3k) -> Retrace of 2.0^3 (8.0)
4 x 1k LC Subdivs (4k) -> Retrace of 2.0^4 (16.0)
(maths notice: retrace is linear, subdivs squared. hence the correspondence above)
Notice the above will keep the retrace to LC ratio consistent as the LC gets denser and more defined.
It goes without saying that if your 1k LC subdivs solution needs a higher Retrace to be clean (say, 2.5), then the above would need to have 2.5^x instead of 2.0^x to maintain the ratio.
If your head's a bit hurting, right now, well, you know why we like a simpler approach to it all: 1k LC subdivs, 2 retrace for stills, 3k LC subdivs, 8 Retrace for animations. Raise Retrace slightly if needed. ^^
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