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Anti-Distinctlyminty

Help With Speeding Up Render

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3 hours ago, Anti-Distinctlyminty said:

So, I suppose the question remains that should this be considered a bug? Is the transparency noise caused by errors in roughness calculations or are they inherent to PBR? I would naively expect similar behaviour of noise for both reflection and refraction.

In case of glass, there's old trick utilized in some custom Mental Ray shaders, to distribute sampling, reflection *or* refraction, which on is more prominent for certain pixel. Worked well ten years ago, using machines of these times. Don't know what happens there, anyway result is really bad and unexpected. I've also tried your scene, tonight.

Edited by amm

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On 2018-01-04 at 4:10 AM, Anti-Distinctlyminty said:

So, I suppose the question remains that should this be considered a bug? Is the transparency noise caused by errors in roughness calculations or are they inherent to PBR? I would naively expect similar behaviour of noise for both reflection and refraction.

I was using Raytrace, not PBR, because that's what your scene had, but they render this the same - micropolygon looks even worse

I think it's the principle shader with GGX that's causing most of the problem - when I use classic shader core with Phong, there's no noise. This is one of the cards under your petri dish, no reflection

( I cranked up the gamma, on both, to show it better )

Screen Shot 2018-01-09 at 12.55.40 PM.png

Screen Shot 2018-01-09 at 12.55.00 PM.png

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15 minutes ago, TobyGaines said:

I think it's the principle shader with GGX that's causing most of the problem

yeah that's what i've learned too, that classic shader performs significantly better in this case.

ggx is supposed to give more plausible rendering than phong (and it does), unfortunately it also means that insufficient sampling is more apparent. phong is showing no noise but also lacks some detail. 

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