I've been wondering this ever since discovering that you could remove the 'jagged edges' in ID passes by selecting 'non distributed rays with filtering'. What is the point in the user having a choice of sampling mode?
If I render motion blur or depth of field in camera I will want all of my info passes to also have that same motion blur baked into the passes so 'distributed rays' is THE ONLY option that can be selected to obtain usable results.
So, what is the point of the other two options being available once motion blur/depth of field has been decided on as an in camera effect?
If I do not want MB/ DOF to be in camera but instead use a motion vector and Z depth pass I will want 'non distributed rays with filtering' and ONLY this option. 'Non distributed rays without filter' results in that awful and utterly pointless jagged line around all ID mats.
Again, what is the point of the other two options being available once motion blur/depth of field has been decided as a post effect and rendered as info passes?
The amount of times I have neglected to select the correct sampling mode and rendered hours, sometimes days of work that is utterly useless due to the wrong sampling mode having been selected.
I submit that there is NO NEED for the sampling mode as an option when it is clear from the choice of in camera MB/ DOF or post effect what the sampling mode needs to be. Octane should automatically know which is to be used and apply the correct sampling mode accordingly. Am I right?
Comments welcome here please! Is there something I'm missing with regard to the sampling mode?