Global sample Spinner for lights

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Global sample Spinner for lights

Postby coilbook » Tue Apr 18, 2017 4:04 pm

coilbook Tue Apr 18, 2017 4:04 pm
We still dont know what is the best sample number for lights. If we have 10 lights in the scene we usually crank it up to 5000 sample each. One of the developers said that if you do that you will take away samples from other parts of the scene.
Should we just leave samples at 1? What is the best number?

And can we have a global spinner in octane kernel tab that will override all light samples (texture mesh emitters and physical octane lights ) and they all can be set to what global spinner is set to. it seems that you have to keep all lights at the same sample rate or some will be noisier than others. So global setting would be nice.
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Re: Global sample Spinner for lights

Postby aoktar » Tue Apr 18, 2017 6:17 pm

aoktar Tue Apr 18, 2017 6:17 pm
More important is ratio between samples for each light source. You have to detect more noisy areas and which light causes that. And increase samples for problematic light sources not others.
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Re: Global sample Spinner for lights

Postby coilbook » Tue Apr 18, 2017 6:21 pm

coilbook Tue Apr 18, 2017 6:21 pm
aoktar wrote:More important is ratio between samples for each light source. You have to detect more noisy areas and which light causes that. And increase samples for problematic light sources not others.



thanks. Can future octane updates do this for us. It would be useful for animations especially when your camera moves and object move etc.
or have an option of adaptive lights I guess where lights closer to the camera get more samples than lights miles away that only seen as dots
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