Using progressive render, I can’t find render limit by pass count.
There is time limit (useless for animation), noise thresh, but not passes.
I have some issues with noise thresh indeed, where vray can spend too much time at the end on some bright pixels to reach the threshold.
Would it be difficult to implement ?
Also, isn’t it the most reliable way to deal with noise level uniformity from frame to frame ? Not true with adaptivity ?
@tetsuo Actually there kind of is pass limit in progressive too, it`s what Max samples does in progressive settings. You can try some low values, for example to 8-10. Then set time to 0 and you`ll see that it will stop after 150 passes or so.
Sure, you’re right, it will solve my last pixel issue, thanks.
But I just wonder, each frame, based on it’s content, won’t reach the same pass count, right ?
I’m not saying that’s an issue, just wondering what’s the best option for noise consistency.
I think it reaches the same pass count, given that at least some pixels need those Max samples, which will be defined by noise treshold. Of course render time will vary per frame.
But for noise consistency this is what i use when i need to limit progressive at the same time can`t affort to set time limit directly. For example because i`m working in different apps, or run other test renders. This way my noise target for animation is consistend between frames, and i don`t have to worry about your issue with pass count limit or with loosing time on cores doing something else…
Give it a try let me know what you think.
Okay thanks, that what I use to do too, but while I’m using more Corona those time, I was a bit lost.
Corona is pass based, it has noise threshold capability too but it’s not reliable with animation, that’s why those questions came to my mind.
Thank you for your help !
Add a noiseLevel RE, and you’ll see that the change in pass count is precisely to accommodate an even noise level across the image (provided max AA is big enough to actually be able to reach a given threshold everywhere.).