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Am 10.03.2018 um 20:25 schrieb Kenneth:
> For my NORMAL rad render (brightness .7)---
>
> Radiosity samples calculated: 652 (0.12 %)
> discarded due to low quality: 4
> retained for re-use: 648
> Radiosity samples reused: 554819
> Radiosity sample rays shot: 18518
> Radiosity octree nodes: 350
> Radiosity octree samples/node: 1.85
> Radiosity blocks examined: 110415486
> Radiosity blocks passed test 0: 110415486 (100.00 %)
> Radiosity blocks passed test 1: 48096790 (43.56 %)
> [...]
> ----------------------------------------------------------------------------
> Pass Depth 0 Depth 1 Total
> ----------------------------------------------------------------------------
> 1 133 169 302
> 2 222 69 291
> Final 58 1 59
> ----------------------------------------------------------------------------
> [...]
>
> At .021 rad 'brightness'---not much change ...
>
> Radiosity samples calculated: 488 (0.09 %)
> discarded due to low quality: 2
> retained for re-use: 486
> Radiosity samples reused: 551113
> Radiosity sample rays shot: 15532
> Radiosity octree nodes: 194
> Radiosity octree samples/node: 2.51
> Radiosity blocks examined: 106617093
> Radiosity blocks passed test 0: 106617093 (100.00 %)
> Radiosity blocks passed test 1: 45451542 (42.63 %)
> [...]
> ----------------------------------------------------------------------------
> Pass Depth 0 Depth 1 Total
> ----------------------------------------------------------------------------
> 1 130 73 203
> 2 215 12 227
> Final 57 1 58
> ----------------------------------------------------------------------------
> [...]
>
> At the .020 brightness 'threshold'---
>
> Radiosity samples calculated: 29460 (5.43 %)
> Radiosity samples reused: 513025
> Radiosity sample rays shot: 1031100
> Radiosity octree nodes: 24
> Radiosity octree samples/node: 1227.50
> Radiosity blocks examined: 6329956857
> Radiosity blocks passed test 0: 6329956857 (100.00 %)
> Radiosity blocks passed test 1: 627510814 (9.91 %)
> [...]
> ----------------------------------------------------------------------------
> Pass Depth 0 Total
> ----------------------------------------------------------------------------
> 1 141 141
> 2 310 310
> Final 29009 29009
> ----------------------------------------------------------------------------
> Total 29460 29460
> Weight 0.182
Here are a few interesting observations:
(1) The .020 render has no "Depth 1" samples (none stored at any rate).
This is probably due to them being so dim that they're deemed irrelevant
(think adc_bailout). Note how the number of "Depth 1" samples already
decreases noticeably in the .021 render; the threshold is probably due
to a combo of adc_bailout and surface brightness.
(2) The .020 render has a shitload of samples taken during the final
render. Not sure what happens here - for some reason, during the final
render the algorithm seems to think it has no usable samples at all, and
keeps adding more. This additional sampling already consumes some time.
(3) In addition, the extra samples are filed in virtually the same
places in the octree (the data structure holding the radiosity samples
for fast lookup), leading to a high number of samples per node, which is
poison for the radiosity sample lookup.
(4) The low number in "Radiosity blocks passed test 1" might be an
indication that the samples taken are stored at the wrong level in the
octree.
Looks definitely broken.
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