Re: BlendLuxCore Development
Posted: Sun Nov 25, 2018 9:03 pm
I have the feeling you are not aware AA is samples-per-pixel^2: if you set AA to 3, there will be 9 (3x3) samples per pixel.
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Am aware of the exponential ratio (quadratic - it's a surface, cubic - spatial...).Dade wrote: Sun Nov 25, 2018 9:03 pm I have the feeling you are not aware AA is samples-per-pixel^2: if you set AA to 3, there will be 9 (3x3) samples per pixel.
I ... still have the same feeling, you can not have 2 samples per pixel because you can have 1x1 or 2x2 (i.e. 4) samples per pixel so your table must be wrong.kintuX wrote: Sun Nov 25, 2018 9:30 pmAm aware of the exponential ratio (quadratic - it's a surface, cubic - spatial...).Dade wrote: Sun Nov 25, 2018 9:03 pm I have the feeling you are not aware AA is samples-per-pixel^2: if you set AA to 3, there will be 9 (3x3) samples per pixel.
This are just objective observations - resulting values were taken from 'Statistics' report.
I knowDade wrote: Sun Nov 25, 2018 11:14 pmI ... still have the same feeling, you can not have 2 samples per pixel because you can have 1x1 or 2x2 (i.e. 4) samples per pixel so your table must be wrong.kintuX wrote: Sun Nov 25, 2018 9:30 pmAm aware of the exponential ratio (quadratic - it's a surface, cubic - spatial...).Dade wrote: Sun Nov 25, 2018 9:03 pm I have the feeling you are not aware AA is samples-per-pixel^2: if you set AA to 3, there will be 9 (3x3) samples per pixel.
This are just objective observations - resulting values were taken from 'Statistics' report.
The rows should be:
[Samples/Pixel][....etc.]
1 ....
4 ....
9 ....
16 ....
25 ....
etc.
But still, if you set always the halt condition to 100 SPP, it will stop half way for most of the tested AA. For instance, with an AA of 8, it makes sense to stop only at 64, 128, 192, etc. It is the reason for unfinished rendering in your original post.kintuX wrote: Sun Nov 25, 2018 11:36 pm Sample values are copied from Statistics in Blender (my bad for not specifying that detail - all non-Bold characters are Values copied from there)
// note to self - use colors to differentiate better + add full description and detailed info
Oh, Halt Samples & Tilepath Samples per Pass must have common factor. Ok, it's clear now, i see it was really dumb of meDade wrote: Mon Nov 26, 2018 8:27 amBut still, if you set always the halt condition to 100 SPP, it will stop half way for most of the tested AA. For instance, with an AA of 8, it makes sense to stop only at 64, 128, 192, etc. It is the reason for unfinished rendering in your original post.kintuX wrote: Sun Nov 25, 2018 11:36 pm Sample values are copied from Statistics in Blender (my bad for not specifying that detail - all non-Bold characters are Values copied from there)
// note to self - use colors to differentiate better + add full description and detailed info
Thank you very muchB.Y.O.B. wrote: Mon Nov 26, 2018 8:05 pm I have added some warning messages to the halt condition panel that should help users choose the correct halt conditions if they use tiled rendering.
Can't you lock the slider input in steps? Or maybe set a meaningful default and hide the setting.B.Y.O.B. wrote: Mon Nov 26, 2018 8:05 pm I have added some warning messages to the halt condition panel that should help users choose the correct halt conditions if they use tiled rendering.
kintuX wrote: Mon Nov 26, 2018 8:08 pm PS
I was also thinking that with Tilepath it could be better to define number of passes which would then determine the number of Halt Samples.
ie.
User defines:
- AA Samples = x
then gets automatically
- Halt Passes = y
- Halt Samples = z = x^2 * y
This would be possible, but I'm not sure if it's worth spending time implementing this - tile path is more a niche feature in my opinion.
The Blender API doesn't really let you do this.