
Z.
Yup. Those pixels, or groupings of them. The ones that won't go away without setting your samples/pixel to very high levels. Also, from what I've read, its nearly impossible to get truly cleaned up glass with current methods. That's the main performance benefit from what I'm gathering. You don't seem to need super high samples/pixel to get reasonable results.wacom wrote:Thank you for the clarification- you know how many acronyms there are in 3D...and sometimes there is overlap if we don't have the context. Thank you- I'll look into it!magnaddl wrote:Metropolis Light Transport. Its a technique (algorithm) used by better unbiased render software. Its supposed to be more accurate and more efficient than path-tracers like Octane currently is. It also doesn't have one of the inherent problems of standard pathtracers (fireflies), like the ones you currently see in Octane in scenes with certain rendering characteristics. Also, from what I've been reading, its efficiency comes from being able to calculate much more accurate renders with fewer tracings of the photons (light rays). I'm no expert on the subject, and can't really tell you what kind of boost in speed this will mean to Octane. In fact I've only spent a few hours reading on the subject so far. Maybe someone else can give an estimate of the speed boost we might expect? Its also supposed to be incredibly difficult to work out on the GPU. I hope this helps.wacom wrote:What is MLT? I don't know sorry...multi-layer tacos? YUM!
Edit- OK, so it's a much less brute force way of using rays, kind of like a bsp if my limited understanding is correct. I wonder if we will be able to control how far it branches out- I imagine so. I wonder what the performance gain might be from it, could be huge in some respects I guess. When you say "fireflies" do you mean pixels that are way out of range and are beyond white? Sorry for more questions...maybe not the best place for them!
yep!Duke_Arnout wrote:waiting patiently