A quick comparison between the different light strategies at 1 Sample/Pixel.
The used strategy is noted on the bottom left in the statistics.
Note how the Rays/Sample value is especially low (good) in the DLSC image.
Direct Light Sampling Cache Test
Direct Light Sampling Cache Test
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Re: Direct Light Sampling Cache Test
The noise in the areas where multiple lights "overlap" per cache entry begins to vanish after about 70 samples:
- FarbigeWelt
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Re: Direct Light Sampling Cache Test
Very nice post. It is hard to wait for all the improvements.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
MacBook Air with M1
MacBook Air with M1
Re: Direct Light Sampling Cache Test
Surely I didn't understand the Samples/sec value. I understood that higher is better meaning that when the rays calculations are easy, the CPU (or GPU) can complete more rays calculation in the same time and it can sample more.
Nice to know that it's not like this.
Nice to know that it's not like this.
Re: Direct Light Sampling Cache Test
No, you understood it correctly. I was talking about the Rays/Sample, which is computed as (Rays/Sec) / (Samples/Sec).
This statistic was not visible until recently. It tells you how long the light paths per sample are on average.
Short light paths usually mean less noise.
Re: Direct Light Sampling Cache Test
Oh..sorry.. I've misread!
And I've gained a tip about scene efficency.
Thanks a lot
And I've gained a tip about scene efficency.
Thanks a lot