Question : light material sample distribution
Posted: Thu Oct 01, 2015 8:46 am
Hello Paul,
I am working on a fairly complex interior scene with lots of emissive light materials.
The biggest challenge is actually to balance the different light groups against each other to achieve a nice overall appearance.
I understand that the "surface brightness" node ,if enabled, handles the light power relative to the surface area covered by the material ( increasing the surfaces area would result in more distributed light in the scene...)
Since I get a lot of emissive material related noise, I try to identify the noise sources (certain materials... light ID is a really great help here!) and try to adjust the samples of the materials accordingly.
Here is my first question : is the value for the material sample absolute or relative (would increasing the surface area automatically result in 1.more samples in the scene or 2.would the sample amount be thinner distributed onto the surface leaving the total amount of samples in the scene the same?)
my second question: is the amount of samples being emitted dependant from or connected to the amount of light a material is distributing to the scene? I mean, do brighter lights , which have a higher optical impact on the scene, automatically get more samples may be due to some sort of global noise threshold? If that is not the case, would this make sense?
what would be the best strategy to have a "even" noise distribution in the scene with several lights in general?
thanks for any feedback
Andreas
I am working on a fairly complex interior scene with lots of emissive light materials.
The biggest challenge is actually to balance the different light groups against each other to achieve a nice overall appearance.
I understand that the "surface brightness" node ,if enabled, handles the light power relative to the surface area covered by the material ( increasing the surfaces area would result in more distributed light in the scene...)
Since I get a lot of emissive material related noise, I try to identify the noise sources (certain materials... light ID is a really great help here!) and try to adjust the samples of the materials accordingly.
Here is my first question : is the value for the material sample absolute or relative (would increasing the surface area automatically result in 1.more samples in the scene or 2.would the sample amount be thinner distributed onto the surface leaving the total amount of samples in the scene the same?)
my second question: is the amount of samples being emitted dependant from or connected to the amount of light a material is distributing to the scene? I mean, do brighter lights , which have a higher optical impact on the scene, automatically get more samples may be due to some sort of global noise threshold? If that is not the case, would this make sense?
what would be the best strategy to have a "even" noise distribution in the scene with several lights in general?
thanks for any feedback
Andreas