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Sky and other redundant sampling

Posted: Sat May 26, 2012 12:26 pm
by manalokos
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

Re: Sky and other redundant sampling

Posted: Sat May 26, 2012 2:57 pm
by matej
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

Re: Sky and other redundant sampling

Posted: Sun May 27, 2012 8:15 am
by gabrielefx
I haven't any problems with sss

don't use pathtracing.

Re: Sky and other redundant sampling

Posted: Sun May 27, 2012 2:59 pm
by matej
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.