I’d like to see a “show samples” button in the vfb. If that is possible ofcourse.
This goes for image sampling as well as the Irradiance map. It would be cool if it was applied as an overlay so you can compare with the original rendering without re-rendering.
For the image sampler, just add a VRaySampleRate render element. You can then flip between the render element and the original image in the VFB.
Best regards,
Vlado
Ah I see. And for the Irradiance map?
Wouldn’t it be cooler if this was a standard button instead of render element?
Storing the sampler rate requires extra memory; it did not seem justified to keep it around unless the user specifically wants it.
Best regards,
Vlado
thx for explanation
There is no render element for the irradiance map at present, but I’ll make a note to add it.
Best regards,
Vlado
Just noticed the srgb button affect the sampleRate results. Is this normal behaviour?
Yes, it is normal…
Best regards,
Vlado
Vlado,
At some point soon I want to figure out a method of looking at my renders so I can optimize them for sampling - you’re saying that the sample rate element only shows you the anti aliasing sampling and from a recent article written on the dmc sampler, if the image samples aren’t enough to get an element clean, vray will start using either material samples, motion blur samples, light samples or dof samples to get the pixels to the required noise threshold set in the dmc sampler. In terms of render optimization, is it a case where different types of samples are faster or slower, or does slow down in sample occur because using too few samples in aa for example, might hit and object and then rather than using one or two more aa samples (cut off by dmc aa max limit) it ends up then having to fire the minimum amount of sample rays for a material or gi - so instead of one more aa sample you end up getting 8 glossy rays spawned. Would you normally look at your sample rate element and compare your high image sample areas to the rgb render and then try to eliminate the noisy areas via material / area light sampling (if it’s localised to a specific area being dirty) or via aa / dmc if it’s more overall, general image noise?
Cheers!
+1 vote for an irradiance map sampling render element. Being able to switch back and forth would be very handy when optimizing IR sampling…
Could someone explain the samplerate element (or the DMC show samples)? The vray help talks about brightness but doesn’t explain what the RGB values mean. I’m getting Red,green and blue samples: is it something like RED=max GREEN= in between and BLUE=min??
Yep, exactly.
Best regards,
Vlado
