Hi,
I think it would make sense to add an option to not consider samples from light tracing (hybrid backforward) when checking the haltspp condition.
In the Blender addon, I would enable this option if the "cache-friendly" or "out-of-core" sampling patterns are used. Currently it is impossible to set a sensible haltspp condition if these sampling patterns are used together with light tracing - for example, if the user selects out-of-core, sets it to do 1024 samples per pixel per pass, and then sets the halt samples to 1024, the result will be an image that is only rendered about halfway.
Add option to not consider light tracing samples for batch.haltspp?
Re: Add option to not consider light tracing samples for batch.haltspp?
Couldn’t that lead to flickering in animation?
Re: Add option to not consider light tracing samples for batch.haltspp?
My idea is to add (in v2.5) the support for samples/pixel halt condition with 2 parameters:B.Y.O.B. wrote: ↑Thu Jul 16, 2020 2:46 pm I think it would make sense to add an option to not consider samples from light tracing (hybrid backforward) when checking the haltspp condition.
In the Blender addon, I would enable this option if the "cache-friendly" or "out-of-core" sampling patterns are used. Currently it is impossible to set a sensible haltspp condition if these sampling patterns are used together with light tracing - for example, if the user selects out-of-core, sets it to do 1024 samples per pixel per pass, and then sets the halt samples to 1024, the result will be an image that is only rendered about halfway.
- 1 parameters => works like now
- 2 parameters => one halt condition for eye tracing and one for light tracing. if a value is 0, it is ignored.
So you can set a eye+light tracing stop condition or a separate eye and/or light tracing condition. Pretty much all possible combination.
Re: Add option to not consider light tracing samples for batch.haltspp?
Sounds good! I am waiting for this alsoDade wrote: ↑Sun Jul 19, 2020 9:55 am My idea is to add (in v2.5) the support for samples/pixel halt condition with 2 parameters:
- 1 parameters => works like now
- 2 parameters => one halt condition for eye tracing and one for light tracing. if a value is 0, it is ignored.
So you can set a eye+light tracing stop condition or a separate eye and/or light tracing condition. Pretty much all possible combination.
I am hoping that once one of the stop conditions is met, it will only terminate that render engine, and let the other one continue until it also hits its own stop condition?
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Re: Add option to not consider light tracing samples for batch.haltspp?
No, it will continue until both are met but the result is pretty match the same.
Re: Add option to not consider light tracing samples for batch.haltspp?
OK, I can live with that
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Re: Add option to not consider light tracing samples for batch.haltspp?
I think that he means that if Eye rays are put to 512 samples and Light tracing is put at 128 samples, light racing will stop rendering so every frame inside an animation will have 512 eye samples and 128 light tracing samples, theoretically avoiding flickering between frames
Re: Add option to not consider light tracing samples for batch.haltspp?
Yes, you are right.juangea wrote: ↑Sun Jul 19, 2020 1:16 pm I think that he means that if Eye rays are put to 512 samples and Light tracing is put at 128 samples, light racing will stop rendering so every frame inside an animation will have 512 eye samples and 128 light tracing samples, theoretically avoiding flickering between frames
But ideally we will also eventually get an option to manually specify the average luminance (in the same way that we can specify the clamping value) and then that may become a thing of the past
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Re: Add option to not consider light tracing samples for batch.haltspp?
Sounds good.Dade wrote: ↑Sun Jul 19, 2020 9:55 am My idea is to add (in v2.5) the support for samples/pixel halt condition with 2 parameters:
- 1 parameters => works like now
- 2 parameters => one halt condition for eye tracing and one for light tracing. if a value is 0, it is ignored.
So you can set a eye+light tracing stop condition or a separate eye and/or light tracing condition. Pretty much all possible combination.