Hi Octane Team
I just wonder why the image sampler doesn't focuses on area that are noisy instead of working on the whole image ?
I wait 4 hours to complete a render that was 95% noise free after 30min.
Just a small aera was noisy but the renderer keep working on the the whole picture.
Is this a way to optimize render ?
Do the Otane Team have a plan to optimize the sampling ?
It would be a great performance improuvement.
Sampling method ???
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I wonder that exact thing about every unbiased render engine. Why not making an image based smart sampler? That is: make some samples - analyze the image to find noisier areas - redistribute de calculation density - start again.
or else: make some samples - Check the image for noise-free areas - Exclude that area from the calculation - start again.
That way when we have some areas very easy to clean (direct lit areas, for example), the sampler should just ignore it (base on an user-defined threshold or something), and focus in more needed areas. At the end of the render stage we will have the GPU working 100% in just small areas, such as small light sources and stuff like that. It would speed up the render greatly in my opinion. Is that possible?
or else: make some samples - Check the image for noise-free areas - Exclude that area from the calculation - start again.
That way when we have some areas very easy to clean (direct lit areas, for example), the sampler should just ignore it (base on an user-defined threshold or something), and focus in more needed areas. At the end of the render stage we will have the GPU working 100% in just small areas, such as small light sources and stuff like that. It would speed up the render greatly in my opinion. Is that possible?
I found that the best workaround if you have time is to separate the render into several different "passes", one for natural light and some other for different groups of artificial lights.
You can combine them afterwards with the advantage to be able to change relative intensities of each "pass", and greatly reducing the total render time.
You can combine them afterwards with the advantage to be able to change relative intensities of each "pass", and greatly reducing the total render time.
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
check this page
http://render.otoy.com/forum/viewtopic. ... 1&start=10
http://render.otoy.com/forum/viewtopic. ... 1&start=10
ok ! So, any news about bidirectional Pathtracing ?MaTtY631990 wrote:check this page
http://render.otoy.com/forum/viewtopic. ... 1&start=10
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
There was word quite a while back that the octane team will add this algorithm or similar dependent on research in the near future, and more specifically that we might see this implementation in the post version 1.9 releases. Although hopefully we might see this feature a bit closer.
Lol you guys know that's exactly what the PMC kernel does right?
GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
maybe can you explain use... with simple wordsprofbetis wrote:Lol you guys know that's exactly what the PMC kernel does right?
