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Pixel samples vs Ray Samples vs Stochastic Samples


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When rendering volumes what is the connection between these settings to get the best speed vs quality.

As I understand it Pixel samples is brute force sampling sending literally multiplying the rendering size. Ray samples should adapt with regards to the Noise Level but do Transparency samples also adapt and are affected by the Noise Level? I have had mixed results playing with these values to get the best results. Turning up the Transparency Samples from 1 to 4 has created a faster noisier render in some cases.

Anyone have some insight to how its all connected up internally?

At the moment with PBR and two spherical lights I have pixel samples at 6x6, Min and Max ray at 1 and 3, noise at 0.005 and Transparent Samples at 1. The renders are quite long but are relatively noise free.

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