Hey guys. I`m rendering a lot of volumes with volumegrid shader, and i`m having hard time getting homogeneous sample distribution over the whole image.
I`m observing this behaviour for some time, where volumes are much cleaner then rest of the scene for give noise threshold. It does not matter if i use 0.5, 0.1 or 0.02 , volumes will be cleaner then the rest of the scene.
Is there any local sampling control, or relative pixel variance control(in Renderman terms) that i could change to get more noisy volumes on purpose? Grid step is obiously not the control to use. I`m talking about control for number of samples/rays or noise threshold.
Just to rule out any hack/tricks, i`m not using volume light cache, not using probabilistic, and using raytraced GI scaterring type.
So what do i do to get more noisy volumes?
thank you!
I`m observing this behaviour for some time, where volumes are much cleaner then rest of the scene for give noise threshold. It does not matter if i use 0.5, 0.1 or 0.02 , volumes will be cleaner then the rest of the scene.
Is there any local sampling control, or relative pixel variance control(in Renderman terms) that i could change to get more noisy volumes on purpose? Grid step is obiously not the control to use. I`m talking about control for number of samples/rays or noise threshold.
Just to rule out any hack/tricks, i`m not using volume light cache, not using probabilistic, and using raytraced GI scaterring type.
So what do i do to get more noisy volumes?
thank you!
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