Glossy Sample Curve

Samples Curves

Reflection/Refraction Samples Curve

The Sample Curve serves to create a continuous distribution of the Glossy Reflection/Refraction Samples. On the basis of the Glossy + Anisotropy values, the sample quantity is calculated. As a result, there isn't any more material that has too few (grainy) or too many samples (longer render time). Imported objects receive the existing shading quality of the scene instantly. For this there are again two limit values with which one can substantially shorten the rendering time. Threshold Zero-Samples: the sharper a reflection is, the fewer the samples one needs. Therefore, starting at a certain glossy sharpness, the number of samples is set to 0. Threshold No-Refraction: the more spread out a reflection is, the more samples one needs. Starting at a certain diffusion value, one can barely perceive the reflection. In this case, the reflection is turned off if the glossy value of the material falls below the limit value.

Glossy Reflection Samples Curve

Rendering

 

Special Case

When you have a map in the glossiness channel, the glossiness value should correspond to the darkest shade of the Map because the Samples Curve process doesn't analyze the map/picture. Furthermore, the Glossiness-Map should never contain the color black (o,o,o) since this will simulate a never ending distribution and will lead to grainy flaws.

 

1. real Specular

Real specular Light create a harmonic Energy of speculare Lights. Normaly is the Highlights a fake and it is not real. In the Reality is this a reflection of a real Light. When both Functions is "on", have you double speculares Lights. Please look to the example of Anderson Jacobsen. The Option"real Specular Light" looks how strong is the Reflection of the Materials and decrease the not real specular Light of the Material ( A&D => hlighlight_vs_reflection_balance). Reflectivity_Value + hlighlight_vs_reflection_balance = 1. The Function is for scenes with area Light.

 

2. Fast Interpolation Samples

This Button activate the Fast Interpolation calculation to optimize the main Samples.

 

3. main Samples

This activate the Sample Curve Technology for all Button. The Sample Curve serves to create a continuous distribution of Main Samples and Fast Interpolation Samples.

 

Fast Interpolation Grid

Set the intensity Grid. Higer Values create smooth Reflections. Activate The Button for the heuristic mode, to setup the Grid size automaticly.

 

Fastinterpolation density

New is "Fastinterpolation density". Bevor had calculate SU Pro the Fastinterpolation at all Materials. The Result was, that sharp Reflection are too smooth, for exampla Chrome. Fast Interpolation is only goos have the Material enough main Samples. The Density-Value is divide with max. Main Samplevalue, for exsample 64/3 = 21,33. Fastinterpolation is only activate, have the Material more as 21 Main Samples. The Result is, that sharp Reflection have no Fast Interpolation.

 

Treshold no Samples

Shows the Limitglossy value of the reflection. If the value is >= that of the materials, the material will receive 0 samples.

 

Treshold no Reflection

Shows the Limitglossy value of the reflection. If the value is <= that of the materials, the reflection of the material will be deactivated.

 

max. Reflection Scene Samples

Shows the maximum number of Samples for the Samples Curve process. If Sample Curve deaktivate, have all Shading this Value as Force Sample.

 

max. Refraction Scene Samples

Shows the maximum number of Samples for the Samples Curve process.If Sample Curve deaktivate, have all Shading this Value as Force Sample.