was playing with engine today (3.00.05) to find a good way for BF/LC or BF/BF renderings.
btw i figured a huge difference when using LC retrace with BF/LC method. Impressive.
here’s the question :
if i leave the BF subdivs to default 8 and raise the global multiplier to, let’s say, 8, i excepected a BF subdivs at 64.
But in fact the result is VERY different if if set the BF subdivs to 64 and let the global multiplier to 1.0.
There’s something important here i missed, for sure.
Someone can explain me ?
Sounds like it’s same behavior for irrmap subdivs.
if you want 100 Hsph subdivs then you need to put 71 with globl mult = 2. (71² * 2 = 10000 approx). And not 50, wich is bad value is a bad value. Right ?
Is that also for material and light subdivisions?
ie:
8 reflect subdivs = 64 rays times 8 = 512 rays max
64 reflect subdivs = 4096 rays times 1 = 4096 rays max.
?
And is also affected by the orbit of the moon relative to Saturn…that’s where my brain goes when people start talking maths…
[Sorry to clutter the post with my ramble..it’s Friday & I need to laugh..we all do]
cheers
Vlado, in that respect, the wording for it is somewhat misleading: if it was a SUBDIVS multiplier, the maths for obtaining rays would have to be (subdivs*GSM)^2.
In fact, as you pointed out, it’s (subdivs^2)*GSM, so it multiplies the rays, not the subdivs.
Would you say it’s worth a re-wording, at all?
Global Subdivs Multiplier should be Global SamplesMultiplier Min Samples should be Min Adaptive Samples Min Shading Rate should be moved from the Image Sampler group to the Global DMC group, as it has no effect on Image Sampling whatsoever… and perhaps should be named better as well.
At least they fixed the ‘Time Dependent / Independent’ madness.
…or just get rid of it all and allow us to directly set the DMC Sampler min and max.