Hi Guys,
Welcome to Unified Sampling. Use Unified Sampling to optimize ( DoF-, Motionblur-, Reflection-, Refraction-, Area Light + IBL Shadow-Samples) your Rendering Speed + Quality.
Introduce a new sampling mechanism that unifies the different sampling controls of the ray tracing, rasterizer, and progressive rendering engines. It offers direct control of sampling quality coupled with perceptual adaptivity to detail in the image. It is disabled by default, and gets enabled and controlled with string options. The existing sampling controls are kept for backwards compatibility and work as in previous versions of mental ray when the feature is not turned on.
Sample Optimizer
- unified sampling = Once enabled, the following simple set of controls can be used to tune the sampling quality of any of the different primary rendering algorithms. The native settings of those algorithms are ignored.
- samples max = If the specified number of samples is reached then no more samples are taken, regardless of the quality setting. A value of 1.0 means 1 sample per pixel. Higher values enable oversampling, like 1000 will set a maximum of 1000 samples per pixel. Lower values will cause undersampling, like a setting of 0.5means 1 sample will be taken to fill several pixels. This results in a coarse image, suitable for preview rendering purposes. The number of samples actually rendered for a given pixel lies between min andmax settings, and will be determined by the quality and error measures during rendering of a scene
- samples min = The minimum number of samples is always taken, regardless of the demands from quality and errormeasures during rendering of a scene. The meaning of the value is similar to max. The number of samples actually rendered for a given pixel lies between min and max settings, and will be determined by the quality and error measures during rendering of a scene.
- samples quality = This is the primary quality control for unified sampling. It is given as a color triple or a single scalar value, applying to all color channels identically. Typical values are between 0.0 and 1.0 but values much higher are also accepted. The higher the quality the more samples are taken in the areas of largest error.
- samples error cutoff = If set to values greater than 0 areas with sample errors which fall below that threshold won’t be considered for more sampling.
Render Optimizer V1 at 3dsmax2012(eng): download Update at 24-10-2011
click on image to zoom original Resolution 1920×2000 Pixel
Motion Blur Optimizing
Rendering with Fastrasterize ( Rendertime 00:01:09 )
-> very fast but without Blurring Shadows
Rendering only Adaptive Anti Alaising ( Rendertime 00:02:09 )
-> is to grainy
Rendering same AA-Values with Unified Sampling ( Rendertime 00:02:18 )
-> less the grain
Depth of Field Optimizing
Rendering without Unified Sampling (click on image to Zoom)
Rendering optimized with Unified Sampling (click on image to Zoom)
Glossy Reflection & Area Shadow Optimizing
Rendering without Unified Sampling (image are 2xZoom)
Rendering optimized with Unified Sampling (image are 2xZoom)
at the next Blog Dynamic Filtering . . .
have fun!