Rescale noise...?

Started by dandelO, April 17, 2011, 07:31:01 PM

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Oshyan

Quote from: dandelO on April 21, 2011, 07:40:51 PM
Great feature, can't wait for the element-based ray detail multiplier that you mention, Oshyan!

I believe you're using what I was talking about...

- Oshyan

dandelO

Ahh, right. I thought you meant in a future update there would be a ray detail multiplier for each object in the scene, like one on the lake object, one on the planet, one on the plane etc. My mistake.

I still find I'm multiplying GI prepass time when I edit the ray detail multiplier, do you have a list of all the specific elements this parameter affects?

I'm guessing; Subsurface transparency detail, reflection detail, RTE subdivision of planet/sphere/lake objects/etc. and their shadows.

The part I don't quite understand is this, at default RDM settings(0.25), is this equal to a 1/1 balance between render detail and GI relative detail? I ask because raising the RDM is also raising the GI calculation time and I'm not sure. For instance, if I go for render detail=1 GI=1/1 with ray detail multiplier=1, does that mean that the GI is now relative to '4'?

And sorry for the mix up, I just thought you'd meant that it would be an element-based parameter at a later time. It's brilliant, regardless of that! :)

Oshyan

To the best of my knowledge your list of what it affects is pretty complete. The default RDM setting is what everyone has been working with to this point and it's responsible for the lower detail you sometimes see underwater. Increasing it to 1 gives a theoretically equal relationship with main detail, so e.g. terrain rendered with Raytrace Everything would then be equivalent in detail to normally rendered terrain, or underwater and reflected surfaces would have the same level of detail as other surfaces. I'm not sure whether it should be affecting GI calculation times, but as far as I'm aware it does not influence the GI Relative Detail *except* likely in areas where the raytracer was always being used (i.e. GI calculations for raytraced scene elements). The latter is just a guess though. I'll see if Matt can clarify.

- Oshyan

dandelO

Cheers. And that sounds about right actually, since this entire surface is rendered with the ray tracer it stands to reason that the GI for that would be impacted, too.
Still, much quicker than before with the render detail tweak so, great!

Sometimes I just need it pointed out to me. :D

Matt

The GI prepass is rendered using the ray tracer, similar to ray trace everything. Ray detail multiplier affects the detail in the surfaces in this pass, so it does affect render time.
Just because milk is white doesn't mean that clouds are made of milk.

Oshyan

Ah right, makes sense considering you're using RTE, of course!

- Oshyan

Oshyan

Quote from: Matt on April 21, 2011, 08:25:57 PM
The GI prepass is rendered using the ray tracer, similar to ray trace everything. Ray detail multiplier affects the detail in the surfaces in this pass, so it does affect render time.

Does it affect it as much as main detail? My impression is no...

- Oshyan

dandelO

Quote from: Oshyan on April 21, 2011, 08:27:08 PM
Quote from: Matt on April 21, 2011, 08:25:57 PM
The GI prepass is rendered using the ray tracer, similar to ray trace everything. Ray detail multiplier affects the detail in the surfaces in this pass, so it does affect render time.

Does it affect it as much as main detail? My impression is no...

- Oshyan

Definitely not. The equivalent settings,(the default RDM setting and a final render detail=12) would be impossible for me, even at GI=1/1.
It's so much quicker with just the RDM increased appropriately. :)

Dune

I manually inserted the Ray Detail Multiplier into the renderer, and set it to 1. Is that the way to do it or unnecessary?

nixx

Guys please excuse the ignorance but I 'm a bit lost - where is this "Ray Detail Multiplier" you 're talking about ? All this talk has me eager to try it myself ! :)

thanks,
nick
I 'm child, and man, then child again; the boy never gets older

Dune

It was a feature for alpha 64-bit testers. Never got it work, as I have a 32-bit version. I don't know if it's officially included now. If you cannot find it, best forget about it.

nixx

Ah ok, thanks for that Dune, I thought I was (not) seeing things ;)
I 'm child, and man, then child again; the boy never gets older

dandelO

I only use the 32 bit version, too.

The RDM is in the render node's internal network in a separate node called 'render subdivision settings', you'll find it next to the 'render pixel sampler'.

And it works a treat! Brilliant feature that I've wanted for ages.

Does anyone have any information on the other render subdivision settings; 'fully adaptive', 'force all edges' and 'jitter shading points'?
I've played with those settings since Oshyan posted a .tgd which included the (experimental at that time) 'render subdivision settings' node a few months ago. I couldn't find any difference in output or render time with different combinations when placing it inside the default micropolygon renderer, which is the only one I've played with so far to test it out, I didn't use the ray tracer.
Is this a ray tracer only set of options? I'd love to know how they work, the names of the options suggest that you could sacrifice some quality for a smaller render time with fully adaptive selected or, vice-versa by forcing all edges. Probably all wrong.
Like I say, I'd just like to know how they work...

Oshyan

The Render Subdivision Settings node is found inside the Renderer nodes but I don't think it shows up by default at present as the settings are very experimental still. TGDs with that node available have been shared on the forum however and you can copy/paste it inside your Renderer node's internal network to get access to those setting.

dandelO, many of the settings in subdiv settings node were added to address some issues in animating TG scenes. So that's mostly where it's useful to tweak them (aside the Ray Detail Multiplier). We're still working on fine-tuning how they work which is why the node is not included by default. When it's officially included and available we'll document those settings. For now it's a fairly safe assumption that if you're not animating, you can leave all by RDM at default.

- Oshyan

dandelO

Ah. When I read the change log say... 'which is currently a hidden node', I thought that meant it was just tucked inside the renderer hidden from general view, not that it wasn't actually visible in a .tgd. Sorry.