Quote from: FrankB on October 10, 2011, 05:55:05 PM
Can anyone explain the term pixel noise threshold to me, preferably in non technical, or at least not too technical terms? This is such a geek term, I can't make any sense of it
Hi Ryan, sorry for hi-jacking! Regarding your render: I think this render suffers from the low object geometry detail. If that weren't the case it would be a much nicer image overall. Also, I don't know, the xfrog models look so small to me, maybe that's because there should be more and smaller leaves? Could be it's just me...
Cheers,
Frank
Hi Frank, I'll give it a try:
When you use non-adaptive sampling, so max samples, then the same amount of AA/samples is applied to every part of the render.
Logically, when using non-adaptive sampling, the pixel noise threshold is disabled, since everything will be AA'ed the same way.
When you use adaptive sampling, which is default set to 1/4 first samples, the algorithm kind of detects where there's noise in between pixels and decides where to apply more samples for AA and where not to:
If the noise is below a certain level the algorithm decides to take less samples and the anti-aliasing stops quicker/sooner.
If the noise is above a certain level the algorithm decides to take more samples and the anti-aliasing takes longer, since more samples are taken.
The pixel noise threshold regulates how quickly the algorithm stops with anti-aliasing.
If you use high AA levels, say 16 or 32, and use 1/16/th first samples you still have 64
mean samples.
So this could be more or less than 64 samples, depending on the pixel noise threshold.
If you set the pixel noise threshold to something around the default, like 0.025 the algorithm will apply a lot more than 64 samples even where it's likely not necessary and perhaps close to the max amount of samples where there's a lot of noise (max samples is AA^2). This is slow.
If you set the pixel noise threshold to something like 0.2, the algorithm will only apply more than 64 samples where it's really needed, thus rendering goes faster.
I'll look for the link where Matt explains this in a lot more detail, but in a nutshell this is how it works a bit.
Jon started recently experimenting with this as you may have read and it can give very interesting results in terms of quality and performance, especially animation related. In animation you need a good averaged result per frame to avoid flickering of vegetation and using adaptive high AA levels gives good results so far. You can animate lots of tiny distant leaves without noticeable flicker. Very cool.
Cheers,
Martin