Adaptive sampling is still in, and itâs activated the moment you check âNoise Thresholdâ .
Also, threshold 0 means adaptive never kicks in, 1 is lots of noise.
.1 is quite noisy.
I think recommended value for final render is around 0.01, that leaves low residual noise, to be tackled by your denoiser of choice.
To be noted that the UI went through some redesign. This is because the future intended ideal workflow wants to be: âJust choose how much noise you want, and let Cycles do the restâ.
Optionally we can also set a rendertime limit
The renderer will run for at least âminimumâ number of samples if not 0. Then, rendering can stop either by
a) Max samples reached
b) Time Limit, or
c) Noise amount less than threshold
whichever is first (if given and not 0)
That is actually - Iâm convinced - what is the final plan of developers.
The future workflow where you just set the final quality (threshold) AND/OR a time limit. Never care about anything else. It would be the utlimate goal of the âremove buttons & tweaksâ crusade.
Thats actually the workflow im using with 3.0 im keeping the default 4k samples and 0.01 threshold and i only change the time limit, 10-20sec for simple scene and up to 1min for the complexe one, using a 3060ti
HIP integration Work continues on AMD HIP integration. Currently to use this as yet unreleased drivers are needed on both Windows and Linux. Looking into what cards are supported. (Brian)
Plan to submit MNEE manifold next event estimation code for 3.1 (Christophe)
Working on the Metal Backend first fix kernel side then host side. Hopes to have this ready for 3.1 (Michael)
Optix denoising issue caused by driver bug, hopefully fixed for 3.0 (Patrick)
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The industry itself is getting more involved (count the corporations lending developers)
Cycles in 3.1 looks to be getting some exciting changes and additions (no ray offsetting for scenes of real world scale, MNEE, light groups, point cloud rendering, ectâŠ).
It sounds like light groups will still make it into Cycles for version 3.
Also to note, William has just committed the scrambling patch for PMJ. This is perhaps turning out to be the most exciting year for Cycles since its inception.
Pretty solid update. We should see more of these as new Cycles is stabilized. One of the (more overlooked) goals of Cycles X was to simplify codebase and make new features easier to implement. The time for it is coming now with Blender 3.0 release.
When a ray bounces off an object, you have to âoffsetâ the start of the next ray bounce a little bit off the hit point so it doesnât self intersect.
This is normally done at a very simple level by adding a tiny 0.000001 etc floating point value to the ray start position. For too technical reasons, the coordinate space the 0.0000001 is added in matters.
thanks! i see. so this ray offsetting has disadvantages because of floating point precision issues? and a solution that works without it (with rejection ids) is better?
I canât seem to get my renders to take LONGER than 2 minutes. Iâd like to let it go for like 4 hours and see how much better it is than 2 minutes but it always finishes at around 2 minutes.
edit : nevermind, I just realized the time limit is in seconds and not minutes. The should really say that in the tool tip.