Quote from: dandelO on November 16, 2011, 08:57:46 AM
I bet there wouldn't be much noticeable visual difference(if any at all actually) and with a much faster render time by using AA=6 at max samples/non-adaptive.
36 is a very generous amount of samples per pixel and 36 all round would probably give you an equally nice result in about 1/4 of the render time than the massive amount of max' samples(576) taken at AA=24 with first sampling at 1/16, which gives you a minimum of 36 samples. I think that really is overkill and wasting unnecessary time, time that could be used making your next scene!
There's a little but significant error in your calculation of AA samples when rendering with AA24 with 1/16th first samples.
This setting does not mean the
minimum samples is 36 per pixel, but that 36 is the
average number of samples.
What the pixel noise threshold does is setting a threshold for noise upon which the renderer decides to apply more or less samples to the pixel.
It depends on the initial level of noise too and I think Matt assumed that the noise distribution is equal, like gaussian, when he decided to show the setting of the average number of samples being used.
So effectively you'll never know if the average number of samples, 36 in this case, is applied everywhere.
Also, you'll never know the minimum samples used.
All you know is that when you use higher pixel noise threshold levels that the number of samples being used tends to be skewed towards less and that it is unlikely you'll use a lot more than the average samples and VERY unlikely you'll use the max number of samples.
When you render with "AA6 full" every pixel will have 36 AA samples applied, regardless whether necessary or not.
However, if you render with AA16 or higher with 1/16th first, then in some noise-regions more AA might be applied compared to AA6 full because the threshold hasn't been reached yet.
This is the reason why these high AA levels can give very good results without having crazy rendertimes.
The pixel noise threshold is an important factor for this.
In all cases I think the rendertime is (somewhat) longer and it's up to the user to decide whether it's worth it or not.
I bet the difference IS there at all and am pretty sure that it is noticeable, though pretty subtle.
For the B-spline filter the difference is the easiest to notice.
Quote from: dandelO on November 16, 2011, 08:57:46 AM
I'm not taking into account the GI surface details as that'll be what's adding most of the render time here in this scene, but try out both methods of AA sampling on a different test scene that has 'GISD' unchecked, save both results and flick between them in your picture viewer, I'd bet the only real difference will be much less render time.
I might be completely wrong but I don't think the visual difference will even be noticeable in each image back-to-back.
GISD is mostly unnecessary to use.
I recall Matt only recommended it when there's a lot of small scale dark shadows in the image, like dense vegetation with not much direct light on it.
Not many scenes have this kind of lighting so don't require it and if they do it helps a little, but surely isn't a magical setting worth the at least 2x longer render. I haven't found many cases for GISD in 6 years, so I think the most noticeable effect indeed is on rendertime