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octane 2.16 path termination and render passes question

Posted: Sun Jan 25, 2015 2:04 pm
by PiotrAdamczyk
Hi

Could someone explain to me what is the science behind the new "path termination" value?

From the official explanation available on the forum i understand that when set high it will spend less time denoising the darker areas by keeping the paths shorter. How does it work with the "bounces" setting? Does it mean i can have a lot of diffuse/specular bounces (bright image in tight areas with a lot of reflection depth) but the darker areas of the image will have more noise than bright ones?

My other question is about render passes. When rendering, does octane create separate scene for direct/indirect reflection and direct/indirect diffuse, refraction etc.
or does it create a new scene for every new pass, separating even direct/indirect ?

Re: octane 2.16 path termination and render passes question

Posted: Sun Jan 25, 2015 9:17 pm
by aoktar
PiotrAdamczyk wrote: My other question is about render passes. When rendering, does octane create separate scene for direct/indirect reflection and direct/indirect diffuse, refraction etc.
or does it create a new scene for every new pass, separating even direct/indirect ?
i have explained how it works on 2.20 thread.

Re: octane 2.16 path termination and render passes question

Posted: Mon Jan 26, 2015 9:26 pm
by PiotrAdamczyk
ok, thanks