render samples types/breakdown
Posted: Tue Oct 10, 2017 3:41 pm
Hello everybody,
I'm new to Octane, still familiarizing with it, and I was wondering: in the documentation I've been checking so far the concept of samples per pixel seems a bit of a black box, meaning I couldn't find any actual breakdown of how Octane builds up to a value of, let's say, 500 spp.
As compared to Arnold, I'd be able to say ( 3x3 diffuse samples + 2x2 glossy/reflection samples + 3x3 refraction samples + 2x2 SSS samples ) x 8AA samples and have an estimation of how much rays I'm shooting in the scene, also to have a generic balance of how many light and shadow samples are worth using as I go testing my renders.
Not a deal breaker really, I can survive with getting the generic hang of it without breaking it down further, but can anybody point me to some reference for this?
Thanks!
I'm new to Octane, still familiarizing with it, and I was wondering: in the documentation I've been checking so far the concept of samples per pixel seems a bit of a black box, meaning I couldn't find any actual breakdown of how Octane builds up to a value of, let's say, 500 spp.
As compared to Arnold, I'd be able to say ( 3x3 diffuse samples + 2x2 glossy/reflection samples + 3x3 refraction samples + 2x2 SSS samples ) x 8AA samples and have an estimation of how much rays I'm shooting in the scene, also to have a generic balance of how many light and shadow samples are worth using as I go testing my renders.
Not a deal breaker really, I can survive with getting the generic hang of it without breaking it down further, but can anybody point me to some reference for this?
Thanks!