Originally posted by alexyork
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"Devide shading subidvs" leaves Vray working linearly? Is this correct?
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Originally posted by Lupaz View PostWouldn't that be the opposite of what we are talking here?
Some say they love the universal settings (which is contrary to what it was written for so many years by Vlado himself, that there are no universal settings).
Others say it's a completely wrong approach.
In terms of Vlado saying that there's no universal settings, he's right and what he means by this is that every scene is different with different sampling needs so there is no one set of settings that he can give people that'll work perfectly in every case. What the universal settings are though, is an approach that's guaranteed to give you very good results in a very easy to set up fashion. It sidesteps some of the sample balancing confusion in vray and while they won't be the absolute fastest settings you can get, they will work the same way for every scene which is a big benefit. I'm one of the people who uses a more custom approach but that said I'm more than happy to spend an hour tuning things - I tend to get a lot of shots in sequence that are very similar so an hour spent tuning one scene can give me speed increase that'll work across multiple shots. What's happening right now though is I'm rendering a lot more 3d motion blur which is generally high AA and you're nearly into a universal type approach anyway
Originally posted by Lupaz View PostI believe that other render engines are noisy because they let the secondary rays to do their job, as opposed to the AA. Isn't that right? Vray would be something closer to this with "divide subdivs" un checked. Am I way off here?
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Originally posted by alexyork View PostI'm increasingly working like this. For me it makes far more sense to spend time working on the scene itself and then have a noise control for render times. During testing I'll render low-res drafts with a reasonable noise level. For finals I'll just let it cook longer at full res. It's a nice workflow. More like what Maxwell is doing.
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Ultimately though it'll always be the aa sampler that has the last word since it's all of the samplers for light, materials and gi combine to make a pixel effectively, and the aa sampler then has a look at whether all of those pixels are good enough to meet your colour threshold.
For those who didn't yet, it's great! http://www.cggallery.com/tutorials/dmc_calculator/
The colour threshold is setting the standard that vray is aiming for
The threshold I'm assuming it's just the contrast in color.Guido.
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Ok. this is what I found from Akin on another thread:
Min Shade Rate basically raises the maximum number of secondary samples taken in your scene, regardless of what your AA is set to.
I guess that answers my question: Min shading rate behaves more like a global sample multiplier, and color threshold works as a limitation to the AA. correct?Guido.
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Righty. You can have a look at this in combination with Akin's calculator to see how this is working. I'm going to do some incorrect maths just cos it's handier for me to not think of the subdivs being squared so just look at the idea but not the numbers as being accurate.
- Say you have aa set to 1 / 5 and a material set to 50 subdivs, the aa's max value of 5 divides our 50 value so we get 10 samples for each time an AA sample is used. Lets pretend in this render that our materials are doing something like driving glossiness by a detailed bitmap so they're still noisy, so we need to up our material samples to clean this up.
- Next we'll keep our aa 1 / 5 but increase our material subdivs to 500. Again our max aa of 5 comes in and divides our material samples but we're now getting 100 samples for every aa ray shot. Lets say with this render our materials are now really clean. Lets say to throw a spanner in the works we now decide we need to render with 3d motion blur or depth of field. This is a geometry issue so that means we've to increase our max aa samples to clean this up.
- Say if we now go up to aa of 1 / 50, again the aa's max value divides our 500 value again but now we're only getting 10 material samples for every AA sample used. This is kind of back down to a similar amount as what we started off with and lets pretend that our motion blur or depth of field is nice and smooth due to our 50 aa samples but our material has become a bit dirty again, here's where the aa division of material samples becomes a bit annoying. If we need to get back up to our 100 samples for every aa ray shot, then we'd have to set our materials to be 50 x 100 = 5000 (Again a warning, not actual proper numbers, just ideas here!). It's actually hard to do that since the spinner for all of the subdiv settings are locked to a max of 1000, and it's a bit of a pain in the ass to do anyway.
- Now on to our min shading rate! What this rather handy control will do is not give a shit about the division stuff going on, and it'll set a minimum amount of secondary samples that vray must take for every aa ray. If we continue with the above example where we've got our aa at 1 / 50 and we'd have to set our material at 5000 to get our previous number of 100 secondary samples per aa ray, we can just set our min shading rate to 100 instead. What it'll do is tell vray for every time you use an AA ray, make sure that you take 100 secondary samples every time if the amount of secondary samples you were going to use was less than 100. With this what you can do is freely set your AA to whatever you want, and then instead of having to use really high numbers in each of the secondary samplers controls, you've got one control to gradually up all of these things without having to give a crap about any of the division stuff.
The previous issue with the universal stuff was that the 1 / 100 settings would sometimes make it difficult to get some of the secondary sampling clean - the AA was fine but materials and light could be a bit grainy. The min shading rate gives you a handy control to force up the standards of that.
You're pretty much correct on the colour threshold - the lower down that goes, the closer all of the results have to be in vray before it'll consider the rendering good enough so ultimately it's the boss of absolutely everything. Vray doesn't really give a shit where the clean quality is coming from whether AA or material sampling, it's just constantly aiming to hit that colour threshold.
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J, that was a great explanation. Really, REALLY thank you for your time.
Now there's going to be people here that are gonna roll eyes. But I have yet another question. If min shading rateset a minimum amount of secondary samples that vray must take for every aa ray
Min samples - determines the minimum number of samples that must be made before the early termination algorithm is used. Higher values will slow things down but will make the early termination algorithm more reliable.Guido.
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Min Samples can be thought of as Min Adaptive Samples - and is limited by your 'MAX Secondary Samples per Primary Sample' (refer to my calculator).
Min Shading Rate is not limited by MAX Secondary Samples per Primary Sample and will infact raise it.
So Min Samples is much much more limited than Min Shading Rate.
Hope that makes sense.
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Ok, so it's basically the same but with the limitation that in the case that "Max secondary samples" is lower than "min samples", we are in trouble. This limitation doesn't exist in the newer "min shading samples".
Edit: if it's not like this, I'm fine with it cause something is telling me that I don't really need to know that.
Searching for "adaptive samples" I found your complete description in a thread of 2013:
Simple explanation:
The Min Samples value is limited (clipped) by the the Max Secondary Samples (Per Primary Sample) value.
The Min Shading rate value is not limited and will in fact raise the Max Secondary Samples (Per Primary Sample) value.
More complicated explanation:
Min Samples is better thought of as 'Min Adaptive Samples' (as it is named in V-Ray for Maya, and which I'm hoping vlado also renames in V-Ray 3.0 for max).
This value basically says: 'of X number of Adaptive Samples possible, this value will set the Minimum number of Adaptive Samples'.
When your AA settings become higher (like 10 Max / 1 Min), the max number of secondary samples gets lower and lower until it eventually becomes 1 Max / 1 Min Secondary Samples (Per Primary Sample).
In this scenario, there's no more room for adaptive secondary samples anymore, and the Min Samples value has no effect at this point.
The Min Shading Rate value however isn't bound by any other values... it sets the floor for the maximum number of secondary samples to be taken per primary sample... regardless of any other settings.Last edited by Lupaz; 27-06-2014, 12:47 PM.Guido.
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Originally posted by Lupaz View PostOk, so it's basically the same but with the limitation that in the case that "Max secondary samples" is lower than "min samples", we are in trouble. This limitation doesn't exist in the newer "min shading samples".
Originally posted by Lupaz View PostBy the way, I can foresee your calculator being the future V-ray's UI.
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Originally posted by Recon442 View PostNeed of a calculator to set up something as trivial as render settings for a particular scene.
Come one guys... do you really want THAT to be a future of rendering??
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Originally posted by Vizioen View PostSo you want a one button push render solution that everybody can do and will put everybody out of business?
"It needs to be difficult, only because we need to keep our jobs safe from people, who could do as pretty images as we do, if render settings jungle was not an obstacle for them." is really sad argument. Kind of argument those last few remaining Mental Ray fanboys use. I believe you know better than thatLast edited by LudvikKoutny; 28-06-2014, 06:56 AM.
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Originally posted by Vizioen View PostSo you want a one button push render solution that everybody can do and will put everybody out of business?
Becaue then artistic people will create art. Not technical people attempt to create art.
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I just read this from Vlado on another thread (since Brazil vs. Chile got too boring!).
The "Adaptive subdivision" sampler is the odd one out, as it does not divide the shading subdivs by the AA samples.
Edit: I meant grayed out when "adaptive subdivision" is selected.Last edited by Lupaz; 28-06-2014, 03:03 PM.Guido.
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