Well today i had an indoor render scene, lights from outside, and inside.
Some complex materials, tile marble floor with tile reflection, stone walls etc, the whole shabam…
Anyway, i’m kinda… confused or maybe that’s not the right word here.
I used branched path tracing like
(non squared)
diffuse 10
glossy 5
transmission 4
mesh light 4
For AA samples while working and for quick model previews, i used 4 AA samples (quick preview) 24 AA final
Now most will say 24 AA samples dude your settings are way to low get serious…
Your are right but it wasn’t my final - “good final render” quality yet, just a good edit setting for the scene.
So for the definitive - “good final render”, …well that’s the part that amazes me so much…
No really why does … this… well
I tried 80, 400, 800… 2000, 4000
And finally i came to realize that it required 1600 AA samples (6 hours on my octo core). :eek:
to get rid of most grain like noise
( i never had spike like light noise, as i used proper glass material, and light (and reflection) where not extreme
so clamp settings didnt matter that much in my render.)
Before you say… I know you can do all kind of noise reduction tricks using various smart -post processing- filters.
( things like this : https://www.youtube.com/watch?v=as_Wrpmb5BI )
There is something that i fail to understand here… something to me seams wrong, in some kind of way.
Like if would ask how strong is this nail, ehmm well i’ll test and i hammer it down 1600 times before i give it my quality stamp, if a person would see me doing that he would call 911 for some mental emergency.
Don’t get me wrong here i do admire Cycles and the people who created it, its amazing
But it feels to me something needs fixing done differently.
The tool has got good sides, but other sides might work better if there was some kind of a fix
That used the math in a different way.
As when we raise AA samples enormously, the difference between 800 and 1600 samples is really tinny
In fact 3200 AA samples would be even smaller.
Dough in contrast the difference isn’t that small as expressed in render time.
1600 AA samples, required 6 hours of me meanwhile unable to do anything else with the PC
And as compared to 800 AA, 3 hours.
Or 80 AA samples 18 minutes…
Besides that remarkably no one would be able to see the difference between 799 and 800 AA samples
As the more AA samples one uses
The less difference there is in the probability of a final pixel color as compared to the previous AA sample of that pixel.
That’s the case, but then why isn’t the algorithm aware of this, and so be able to smooth out towards this certainty ?
Basically this is statistics math, pixels who share the same geometric shape and reflections, would over a certain degree (like inverse proportional to the AA sample rate) be equal in color as compared too their neighbor pixels, and as compared to the previous AA sample for that pixel region and that single previous pixel.
For the reaching towards a color, one doesn’t need to collect all statistic entries for each AA entry, as it not pure random but since reaching its more like a
loop while construction where RGB(final) = ( RGB(final) + 1/final * RGB (current sample) ) / current sample nr
Well obviously it would be a bit more code like language but you get the idea here, of stats and logarithmic math.
Since these days, most machines get 4GB or more memory, the extra use of statistics wouldn’t hurt.
And buying some more memory is way cheaper then buying a new CPU or GPU.
Also i think power efficiency and render farm time; might aslo get huge $$ savings here,for people like you and me.
No your render doesnt cost much, but there are every hour lots of renders globally
So one could improve a greener world here.
To me such thing would be really a top goal if I could and would create a render engine (but i’m not into it).
Sure we would give in, some tiny inverse-proportional-amount of realism, but cycles never was a physics render engine.
So i wonder has it ever been tried with cycles to tackle noise with statistics ??.
Is there active development on it, whats the status so farr.
Will it be in 2.71 or 2.72 or an add on? , or an alternative render engine CYCLES-v2 ?