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Edouard schrieb:
> Ahh, I didn't know that - I hadn't seen that kind of artefact before.
They seem to rarely look like this; usually they're more prominent near
edges where sample density is particularly high, and then accumulate
there to give the whole area a distinctively jagged noisy look. It is
probably only when the sample density is low (due to comparatively flat
geometry and/or a high error_bound) yet at the same time pretrace is
insufficient for some reason (e.g. due to some sparse geometric or
fake-geometric features, or always_sample set to "on") that they exhibit
this particular look.
> always_sample off seemed to fix it, but I have to admit that I still find the
> exact behaviour of many of the radiosity parameters a bit of a mystery.
This does not really come as a surprise to me :-)
I still intend to get rid of at least /two/ of the parameters:
nearest_count, which is partially redundant with low_error_factor when
used with always_sample off, and always_sample which I find no reason
whatsoever to set this to anything other than "off" (with the default
value unfortunately being "on"), but work has stalled a bit on this.
Unfortunately, all the other parameters appear to be essential (or would
need to be replaced with other ways of parameterizing the same thing).
There are even some hard-coded parameters in the algorithm, a few of
which I'm not perfectly happy hiding them from the user.
>> The radiosity statistics may give you a hint how good your pretrace
>> settings are. I recommend making sure that no more than half the total
>> number of samples is taken during the main render.
>
> Ahh, OK - what am I looking for in the stats?
There should be a section like this:
--------------------------------------------------------------------------
Pass Depth 0 Depth 1 Depth 2 Total
--------------------------------------------------------------------------
1 81 73 5 159
2 156 36 - 192
Final 256 4 - 260
--------------------------------------------------------------------------
Total 493 113 5 611
Weight 0.362 0.212 0.087
--------------------------------------------------------------------------
In this example, 81 samples were taken during first pretrace step, 156
during the second, and another 256 samples were taken during the final
render (at recursion depth 0; the other depths are not a problem as they
cannot cause visible artifacts), so that 256 of 493 samples are taken
during final render. This is a pretty ok ratio.
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