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DMC sampler and subdivisions

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  • #16
    Originally posted by Morbid Angel View Post
    By giving DMC sampler a lot of samples to work with ahead of actual sampling you are speeding up the process of the sampling it self.
    This is what I am trying to work out. I have always assumed more samples would mean higher render times. But it turns out more samples gives more room to adapt and become quicker. Is that a fair description?

    Comment


    • #17
      I think less samples takes longer because DMC sampler mutates the samples and adopts them for whats needed, i.e. if there is fewer refl samples it will compensate for that and so on, but in return it takes longer. Its easy to test, if you render with brute force at lower sampling it actually takes longer then if you just give it more samples initially and get a cleaner image.
      Dmitry Vinnik
      Silhouette Images Inc.
      ShowReel:
      https://www.youtube.com/watch?v=qxSJlvSwAhA
      https://www.linkedin.com/in/dmitry-v...-identity-name

      Comment


      • #18
        Surely there is a point where too many samples will make it slower? Otherwise you could just put a really high value in and then leave it at that.

        Comment


        • #19
          yes, this is where the tricky part comes in where you need to find a good adaptation value and noise threshold value. For example in exterior day light scene you may not need to lower those values, i.e. leave it 0.85/0.01, its where there is dark conditions like (tron world) for example, you'd need to play with those settings vs how many samples you give upfront. What I ended up doing for a couple of projects now is I just have a global script that goes in and sets all shaders to have a certain subdivision value, same for lights, and then I select specific surfaces which are still grainy and work those a bit more etc etc.
          Dmitry Vinnik
          Silhouette Images Inc.
          ShowReel:
          https://www.youtube.com/watch?v=qxSJlvSwAhA
          https://www.linkedin.com/in/dmitry-v...-identity-name

          Comment


          • #20
            Is that script available for public use? I would like to try this on some existing scenes where the subdivisions are all over the pace.

            Comment


            • #21
              --set number of glossy subdivs

              refsubs = 64

              fn multimat_process mat =
              (
              try
              (
              if mat.numsubs != 0 then
              (
              for i = 1 to mat.numsubs do
              (
              if mat[i] != undefined then
              (
              if iskindof mat[i] VRayMtl then
              (
              mat[i].refraction_subdivs = refsubs
              )
              )
              multimat_process mat[i]
              )
              )
              )
              catch()
              )





              fn singlemat_process mat =
              (
              if iskindof mat VRayMtl then
              (
              mat.refraction_subdivs = refsubs
              )
              )




              undo off
              (
              for t in scenematerials do multimat_process t
              for j in scenematerials do singlemat_process j
              )


              --set the materials to have 0.001 cutoff thresh

              refsubs = 0.001

              fn multimat_process mat =
              (
              try
              (
              if mat.numsubs != 0 then
              (
              for i = 1 to mat.numsubs do
              (
              if mat[i] != undefined then
              (
              if iskindof mat[i] VRayMtl then
              (
              mat[i].option_cutoff = refsubs
              )
              )
              multimat_process mat[i]
              )
              )
              )
              catch()
              )





              fn singlemat_process mat =
              (
              if iskindof mat VRayMtl then
              (
              mat.option_cutoff = refsubs
              )
              )




              undo off
              (
              for t in scenematerials do multimat_process t
              for j in scenematerials do singlemat_process j
              )
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

              Comment


              • #22
                I think there are a few free scripts for mass controling vray mats and vray lights out there too...this is just what I got, kind of crude.
                Dmitry Vinnik
                Silhouette Images Inc.
                ShowReel:
                https://www.youtube.com/watch?v=qxSJlvSwAhA
                https://www.linkedin.com/in/dmitry-v...-identity-name

                Comment


                • #23
                  Awesome thanks for sharing

                  Comment


                  • #24
                    Dmitry, with your DMC settings, what do you typically use for GI? Brute force with defaults for primary and secondary? Or IRMap and Lightcache?
                    Kind Regards,
                    Morne

                    Comment


                    • #25
                      Originally posted by MEnoMonki View Post
                      Dmitry, with your DMC settings, what do you typically use for GI? Brute force with defaults for primary and secondary? Or IRMap and Lightcache?
                      brute force mostly. Don't render much interiors though. I figured that its simpler to turn on brute force and let it just render, then fight with the settings, that time you spend trying to solve it usually equals to just rendering with brute force Obviously not for complex multibounce scenes, but typically most of our stuff is either exterior or hdr based.
                      Dmitry Vinnik
                      Silhouette Images Inc.
                      ShowReel:
                      https://www.youtube.com/watch?v=qxSJlvSwAhA
                      https://www.linkedin.com/in/dmitry-v...-identity-name

                      Comment


                      • #26
                        Originally posted by Morbid Angel View Post
                        brute force mostly. .... I figured that its simpler to turn on brute force and let it just render......typically most of our stuff is either exterior or hdr based.
                        Do you just use the default for brute force?
                        Kind Regards,
                        Morne

                        Comment


                        • #27
                          not quite, you treat brute force like any other rays that require samples, for instance if you set your lights to be of 64 subdivs to get a clean result, you would do the same with brute force.
                          Dmitry Vinnik
                          Silhouette Images Inc.
                          ShowReel:
                          https://www.youtube.com/watch?v=qxSJlvSwAhA
                          https://www.linkedin.com/in/dmitry-v...-identity-name

                          Comment


                          • #28
                            Ouch! Sounds expensive in render times. But I geuss only 1 way to find out and that is to try your settings and see how much I need to tweak to still get acceptable render times. I want to rerender an old project of a fighter jet and see if it comes anywhere close to your F18 in your reel flying off into the sunset. That is just AWESOME!

                            So to summarise, depending on the scene, this could possible give good results?:

                            Your average settings for animation based on the type of projects you do:
                            Set all your lights to 128 subdivs
                            Set all your shaders to 128 subdivs (in glossy reflection)
                            Set your DMC sampler to 2/16
                            Set your DMC sampler settings to:
                            Adaptive amount 0.7
                            Noise 0.01
                            Global subdivs 2.0

                            GI: Primary and Secondary to Brute Force - set samples same as whatever subdivs you used for materials and lights

                            That's it? Anything else?
                            Kind Regards,
                            Morne

                            Comment


                            • #29
                              thats about right. The global subdiv multiplier though its a tricky value, I'd only really work with it if you need to achieve a very high quality grain. On the last project we had some extreme grain requirements, so our renders were grain free and for that our samples had to go even higher, its all about what you need in terms of quality. In terms of render time though, when you have 350 16 core xeons at your disposal its not really an issue
                              Dmitry Vinnik
                              Silhouette Images Inc.
                              ShowReel:
                              https://www.youtube.com/watch?v=qxSJlvSwAhA
                              https://www.linkedin.com/in/dmitry-v...-identity-name

                              Comment


                              • #30
                                Originally posted by Morbid Angel View Post
                                In terms of render time though, when you have 350 16 core xeons at your disposal its not really an issue
                                mama!
                                Kind Regards,
                                Morne

                                Comment

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