Sky and other redundant sampling

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manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

Hello

I'm starting to use octane for professional work, and I noticed that the algorithms used continue to sample noiseless regions, wasting processing time in zones of the image that need no more sampling, i.e. the Sky, or background.

It would be great to develop a way to detect the zones that need no more sampling and concentrate on the noisier parts of the image.

It would also be good that the contributions coming from the various light sources be calculated separatelly so their intensity could be regulated afterwords.

Best regards
Filipe
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matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Lol, I was thinking the exact same thing this precise moment. :)

Right now I'm rendering some candles and the SSS region around the flame is complete noise garbage, while the rest of the render is already clear (even DOF). We need a sampling brush feature inside Octane or a way to load a "sampling intensity texture" painted in photoshop/GIMP, which would tell Octane in which areas to concentrate more sampling.

EDIT
Example:
sveca.jpg
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

I haven't any problems with sss

don't use pathtracing.
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matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Yes PMC will give better results for SSS, but is actually slower than PT for everything else. Though this is not the point of the thread. Sampling could be optimized for some regions, be it automatically (DOF regions, for example) or through user input.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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