Obv all scenes are different, but I dont understand why this way of sampling is faster than say, just upping subdivs on lights & materials or upping MSR.
If the min AA subdivs are 1, then you get the first "pass" to have only one subdiv for the light, hence it becomes noisy, hence the AA is forced to step up (which as per my posted test above is slow-ish).
Same goes for the MSR: say you want to counter the division of shading subdivs, then your MSR ought to be 8 (GSM being 1.0).
However, that leaves you with a bit less control over what happens at the MIN AA subdiv level, so you have to rely more on the noise threshold for the AA to do the right thing.
Additionally I dont understand why 4/6 AA isnt much slower. Also, I dont understand why the egdes are clean with clr thresh @ 0.1
The Alpha edges are clean because the MIN AA subdivs is set to 4, so i force VRay to trace 16 camera rays for the heck of it, however, given the "underlying" scene is clean (through decoupling the AA and the global DMC thresholds, with the latter MUCH lower than the former), those camera rays do not "mutate" into the specialsed ones, but work purely for the Geo, and little else.
That's why they are quicker.
I suppose the same results could ideally be achieved by the decoupling of the thresholds, a fixed (or near fixed) AA sampling, and the use of the MSR spinner, but hey, when i started this script, very early on in the beta of 3, there was no MSR :P
Also, it's a method that i brought over from vray 2.x, where i had to resort to the adaptive subdivision AA and the GSM to achieve similarly quick results (although now it's a wee bit quicker, this way).
Feel free to try out the other approach, i'd be curious to see a benchmark!
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