Started by miqtidar, November 18, 2012, 08:43:35 am
Quote from: Bjur on November 22, 2012, 07:29:31 pmIt´s looking goood, m8! I have a few questions regarding to your animation and animation settings generally..- Were 82 atmo samples really needed if all is raytraced? If yes, why or because of what reasons?
Quote- Max bucket size: I tested different sizes a few times (no animation - Fill light setup, w/o GI) and i ended up with the standart 256 value for best average performance. Was 128 as bucket size rly working faster for you (over the time of some animation test-renderings for example or because 128 bucket size can handle GI renders better/faster)?
Quote- Quality Detail: I love to use 0.X5 values too. Is it just me or can someone confirm that such a value (straight at value ".X5") is looking more like the next higher value without to steal much more render time? Err.., for example: 0.64 is looking more like 0.6 in detail, but right at 0.65, all is looking more like 0.7 detail for me..
Quote- May i ask you: What was your reason or benefit to go over ~AA 6 for motion blurred animations at high resolutions?In some tests of mine high AA values were the reason my little, normally sharp looking picture, started to look kinda soft or muddy again. Beside the master of horror, the raytraced shadow itself, extra-high AA settings producing a lot of additional render time, especially in high resolution animation scenes i would bet..
Quote- Ray detail region padding and even more additional render time: Does it help in "fuzzy" landscapes or animations if the value is higher than the standart at max. 1?
QuoteNever have worked with any plants till yet i have to admit. That could explain some things too maybe..I am asking all the stuff because there is a chance of facing animation thingies soon. In the forum there is just a wild mix of opinions, hints, workarounds and results out of all ages.. Alex
Quote from: Tangled-Universe on November 25, 2012, 10:01:48 amThis requires understanding of what ray detail region padding does, of course.The number for ray detail region padding is a fraction of the amount you expand the camera frustum (frame, so to say).1 means 100%, 2 means 200% and 0.5 means 50%.Imagine your camera frame/frustum as a tile, then:With ray detail region padding @ 1 you will create 9 tiles of ray detail and the centre one is your camera.With ray detail region padding @ 2 you will create 25 tiles of ray detail and the centre one is your camera.Why? A setting of 1 extends the frustum 100% in all directions. So 1 extra at top, bottom, sides and bottom sides = 3x horizontal + 3x vertical = 9A setting of 2 extends the frustum 200% in all directions. So 2 extra at top, bottom, sides and bottom sides = 5x horizontal + 5x vertical = 25Briefly summarized:A ray detail region padding of 2 is seldomly necessary, even 1 is rarely necessary. 0.5 suffices many times.
Quote from: Matt on November 27, 2012, 05:18:14 pmUndisplaced geometry is kept permanently in memory and can be ray traced immediately. On the other hand, displacements need to be calculated. This takes time and memory. Displacements are stored in the subdiv cache. We need to impose some limits on where the displacement is calculated in order to keep render times and memory use manageable. So we define a "ray detail region". The default region is whatever is visible to the camera or crop region. The padding parameter allows you to expand that if it becomes necessary.It is called the ray detail region because this is where the highest subdivision detail is calculated to cast shadows/reflections. Geometry outside of this region does still cast shadows/reflections, but it won't have the same level of subdivision as geometry within the ray detail region.The actual level of detail inside this region depends on the renderer "detail" and the "ray detail multiplier" in the Render Subdiv Settings.Matt