Sampling¶
- Sampler
- Uniform: Every pixel is sampled the same number of times.
- Adaptive: Sampling is based on whether or not a tile has reached a certain noise threshold.
- Texture-Based: Sampling is weighted by a black and white image map that is overlaid on the render window. Black areas sample less, white areas sample more.
- Uniform Sampler
- Samples: The number of samples taken per pixel per pass.
- Adaptive Sampler
- Batch Size: The number of pixel samples taken in between noise evaluations.
- Max Samples: The total number of samples that can be taken per pixel per pass.
- Noise Threshold: The level of noise that is acceptable in the final image. A pixel will render until it hits this limit or the max samples.
- Uniform Samples: The number of uniform samples that are taken before adaptive sampling kicks in. This is necessary to ake sure fine details are captured in the image before noise evaluations start.
- Texture-Based Sampler
- Texture Path: This is the location of the texture that will be used to guide sample counts.
- Min Samples: The number of samples taken for black areas of the guiding map.
- Max Samples: The number of samples taken in white areas of the guide image.
- Interactive Render
- FPS: The maximum framerate of the interactive render session.
- Max Samples: The number of samples taken before rendering halts in interactive mode.
- Max Time in Seconds: The length of time the interactive render will run in seconds before pausing.
- Tile Pattern
- Pattern: The order in which tiles are selected during rendering. Pick anything other that random.
- Tile Size: This is the size of the tiles that the image is broken into for rendering.
- Pixel Filter:
- Filter: This is the type of filter used for image reconstruction.
- Filter Size: The size of the filter kernel.
Footnotes
[1] | Setting the passes higher than 1 and lowering the number of samples enables a featured called ‘progressive rendering’. The image will appear in its entirety after one pass and noise will be subsequently reduced with each additional pass. |
[2] | Progressive rendering is slower than single pass rendering, however it does have its advantages. If you are not certain how many samples will be needed to create a clean image, you can set the samples to a low number and the passes number to a higher one. When the image has reached an acceptable level of quality the render can be aborted. |