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the size of the splotches is controlled by the irradiance map resolution (ie the max rate)
the variance in the color of the splotches (ie the quality of the samples) is controlled by hsph subdivs
the blending or smoothing of the splotches is controlled by interp samples.
Thats a great summary Brain!
Is it right that the hsph subdivs are affected by the global subdiv multiplier?
I'm trying to get a nice result at the moment, but with interp samples at 60 I am getting light leakage... so if I reduce the interp samples, I start to get blotches. If I drop the interp samples to say 20, what should I adjust to get rid of the blotches? ... increase my hsph subdivs from 12 to 40(with the performance hit this would entail), or change the irradiance map resolution?
Is it right that the hsph subdivs are affected by the global subdiv multiplier?
I'm trying to get a nice result at the moment, but with interp samples at 60 I am getting light leakage... so if I reduce the interp samples, I start to get blotches. If I drop the interp samples to say 20, what should I adjust to get rid of the blotches? ... increase my hsph subdivs from 12 to 40(with the performance hit this would entail), or change the irradiance map resolution?
Yes it affects irradiance map sample quality. personally i wouldnt suggest ever increasing the global subdivs multiplier because you can really send your render times through the roof if you are not careful. yes it's a quick fix but you will multiply samples taken everywhere...in places where extra sampling is not needed. blurry reflections, dof, motion blur...everywhere
Brian Smith www.3dats.com
3D Architectural Training Solutions
Yea that makes sense. So, I'll boost my hsph to 40 ish, stick the multiplier back down to 1...
LightCache samples would also need increased to counter the drop in my global multiplier right?
no...the multiplier does not affect lightcache.
"Global subdivs multiplier - this will multiply all subdivs values everywhere during rendering; you can use this to quickly increase/decrease sampling quality everywhere. This affects everything, except for the lightmap, photon map, caustics and aa subdivs. Everything else (dof, moblur, irradiance map, brute-force GI, area lights, area shadows, glossy reflections/refractions) is affected by this parameter."
Brian Smith www.3dats.com
3D Architectural Training Solutions
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