ch3 Posted August 5, 2014 Share Posted August 5, 2014 hi, There is an object in my scene that requires more samples than the rest of the scene to remove its grain. In order to keep render times low, I am adding render parameters on the object level, but I don't see any difference in my render. Is there anything I am missing? In the attached file, the sphere has Pixel Samples set to 16, where in the mantra node it's set to 1. thank you samplesOverides_01.hip Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted August 5, 2014 Share Posted August 5, 2014 Some render properties, including Pixel Samples, can't be assigned per object.For per-object quality control you can use Shading Quality (in PBR only affects displacement quality) and Min/Max ray samples. Quote Link to comment Share on other sites More sharing options...
ch3 Posted August 5, 2014 Author Share Posted August 5, 2014 hmm that's a shame, as I am using plain raytracing, not PBR. But then I tried Min/Max ray samples and this didn't change anything either. Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted August 5, 2014 Share Posted August 5, 2014 hmm that's a shame, as I am using plain raytracing, not PBR. Well, that's not a limitation of houdini or mantra, that is how rendering works. Pixel Samples - is number of ray per pixel. After sampling is done, pixel filter applied to those samples to get final color. So there is nothing to do with object overrides. But then I tried Min/Max ray samples and this didn't change anything either. Well, it depends on what you trying to achieve. There is also Nose Level property. But i guess this all for PBR mode. Btw, consider to use PBR, since raytracing mode won't give you any benefits, except for old style classic shading, which sometimes can be helpful. Quote Link to comment Share on other sites More sharing options...
Jason Posted August 5, 2014 Share Posted August 5, 2014 Yes, unfortunately there is no real indication in the documentation or better yet, in the UI, the resolution of particular property. There have been requests out of for this for years, as well as a way to browse the resultant property evaluation from the point of view of a ROP. You're kind of left to intuit it with a mixture of experience and some subtle info found in the docs. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted August 5, 2014 Share Posted August 5, 2014 See if this helps: Override Noise Level per object or material http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31679&highlight=pbr Quote Link to comment Share on other sites More sharing options...
PaulM3D Posted August 6, 2014 Share Posted August 6, 2014 (edited) Just wanted to start a new topic, but my question is someting like TS's is. Can I vary pixel samples or min//max ray samples PER IMAGE PLANE basis? I've just founded hidden property which can be used for different indirect samples, but what about per image plane? For example, i've got diffuse, reflect and refract channels. Can I render diffuse with 2 min ray samples, reflect with 12 and refract with 8? Talking about PBR. Thanks! [ADD] In one render node, one pass. Edited August 6, 2014 by PaulM3D Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted August 6, 2014 Share Posted August 6, 2014 Just wanted to start a new topic, but my question is someting like TS's is. Can I vary pixel samples or min//max ray samples PER IMAGE PLANE basis? I've just founded hidden property which can be used for different indirect samples, but what about per image plane? For example, i've got diffuse, reflect and refract channels. Can I render diffuse with 2 min ray samples, reflect with 12 and refract with 8? Talking about PBR. Thanks! [ADD] In one render node, one pass. No, it's not possible. Quote Link to comment Share on other sites More sharing options...
Jason Posted August 6, 2014 Share Posted August 6, 2014 I think the best you can do is modify the Shading Quality on the lights individually, affecting the sampling from that light only. So its not per-plane, but does allow you to tweak quality in a finer-grained way than the global sampling parameters. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted August 6, 2014 Share Posted August 6, 2014 Just wanted to start a new topic, but my question is someting like TS's is. Can I vary pixel samples or min//max ray samples PER IMAGE PLANE basis? I've just founded hidden property which can be used for different indirect samples, but what about per image plane? For example, i've got diffuse, reflect and refract channels. Can I render diffuse with 2 min ray samples, reflect with 12 and refract with 8? Talking about PBR. Thanks! [ADD] In one render node, one pass. If you turn on verbose level 3, I think, you'll see the amount of ray generated and you should notice that they don't change by adding image planes. Quote Link to comment Share on other sites More sharing options...
fathom Posted August 9, 2014 Share Posted August 9, 2014 I think the best you can do is modify the Shading Quality on the lights individually, affecting the sampling from that light only. So its not per-plane, but does allow you to tweak quality in a finer-grained way than the global sampling parameters. you can also adjust sampling on reflections and refractions in the material, no? each of these has a quality setting that i've always interpreted to act as a weighting mechanism for secondary ray generation. Quote Link to comment Share on other sites More sharing options...
PaulM3D Posted August 21, 2014 Share Posted August 21, 2014 Thank for answers, now I think that there is 2 ways to differ samples for render: shader-based and light-based, thats enough. Quote Link to comment Share on other sites More sharing options...
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