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Optional Biasing

Posted: Thu Jun 26, 2014 10:41 am
by gueoct
I don´t know, if this has been discussed before:

Unbiased is all well and good, but have you ever thought about
offering Optional Biasing to give the possibilty to speed up rendering if needed?

Especially for interior shots, where grain is an omnipresent problem this could be an
option to choose speed over super-correct unbiased and slow render progress...

Re: Optional Biasing

Posted: Thu Jun 26, 2014 10:53 am
by Refracty
What about the Direct Lighting Kernel ?

Re: Optional Biasing

Posted: Thu Jun 26, 2014 1:22 pm
by Stahlwolle
the DL Channel offers sufficient quality only in the diffuse mode and thats nearly slow as Pathtracing which offers better quality.
but for professional interior rendering both are way too slow. i think speed is not the main argument for the usage of octane.
it renders up to 50 times faster than cpu based unbiased renderers, hm - maybe. but for some certain reasons in big and complex scenes the biased render-engines are in advance - they are adaptive! so yes, octane can render same quality like e.g. vray even in interior-renderings, but needs much much much more time to reach same smoothness and quality. for product-studio-shots octane is much better than vray (in my opinion) and offers a workflow much closer to the output but dont expect octane to be a solution for everything by now... would be great if there s a way to build in some adpativeness into octane!

Re: Optional Biasing

Posted: Thu Jun 26, 2014 2:02 pm
by gueoct
Stahlwolle wrote:the DL Channel offers sufficient quality only in the diffuse mode and thats nearly slow as Pathtracing which offers better quality. but for professional interior rendering both are way too slow.
Sad but true.
Stahlwolle wrote:i think speed is not the main argument for the usage of octane.
what is it then?
Stahlwolle wrote:it renders up to 50 times faster than cpu based unbiased renderers, hm - maybe.
Have you ever tried Corona?
Stahlwolle wrote:so yes, octane can render same quality like e.g. vray even in interior-renderings, but needs much much much more time to reach same smoothness and quality.
That´s why i am asking
Stahlwolle wrote:for product-studio-shots octane is much better than vray (in my opinion
Definitely!
Stahlwolle wrote:would be great if there s a way to build in some adpativeness into octane!
That´s exactly what i meant!

Re: Optional Biasing

Posted: Thu Jun 26, 2014 2:04 pm
by gueoct
Refracty wrote:What about the Direct Lighting Kernel ?
Not really an option. it´s maybe 25% faster but does not give the same result...

Re: Optional Biasing

Posted: Thu Jun 26, 2014 2:24 pm
by Stahlwolle
hey,

i think the main reason for using octane should be the posibility to work very close to the output and archive a phantastic result by an very-easy-to-use renderengine. but you should not forget that the phantastic result comes due the lack of adaptiveness.
Compared to e.g. vray you can learn octane in a fraction of time and archieve results better than vray. but only in that cases for which the renderpower of octane is sufficient. and if you dont got 100 connected titan gtx the power of octane is not sufficient for very complex renders in big scale (like interiors) by now.

Re: Optional Biasing

Posted: Thu Jun 26, 2014 5:55 pm
by Vue2Octane
Adding a biased option might also be a major task, because it probably means rewriting the render engime in major parts. Not sure how easy or difficult it is to simply 'ramp down', an unbiased engine to a biased engine.

Re: Optional Biasing

Posted: Thu Jun 26, 2014 6:10 pm
by Seekerfinder
Somehow I don't think it's Octane's DNA.

I'd rather they focus efforts on regaining some of the speed we lost over the last year due to the new features.

If you want biased GPU, there's Redshift (for MAX - EDIT: Maya and Softimage... thanks Riggles)

Best,
Seeker

Re: Optional Biasing

Posted: Thu Jun 26, 2014 6:20 pm
by riggles
Having a biased option sounds nice, but typically comes with its own cost. Notably, simplicity. Now you need to have more granular control over sampling on an item or shader level to optimize for quality and speed. Same goes for GI controls.

They are two different approaches, and frankly I think it's easier for a biased renderer (which already utilizes brute-force methods) to include a pseudo-unbiased mode than for a purely unbiased renderer to included a biased option. And I'd rather the OTOY dev team focus on making the existing unbiased algorithms faster than try and rewrite their rendering engine to include a biased system.

If you're interested in biased GPU rendering, you might check out https://www.redshift3d.com — it's only available for Maya and Softimage currently.

Re: Optional Biasing

Posted: Fri Jun 27, 2014 12:06 pm
by Stahlwolle
Agree, but i wish there were a feature like "region-Painting" where you could after renderstop paint over some areas and the render engine just renders those painted/marked pixels - like region render just with an paintable mask and the continue-render option. that would be great cause you could focus the render onto the hard to render spots manually and focus the power to the spots where its needed. that would be a manual bias :)