[REQ] Aereo noise

Feature requests, bug reports and related discussion
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filippo
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[REQ] Aereo noise

Post by filippo » Mon Oct 22, 2007 9:34 am

this featur it's the news of fryrender.
whit this option it's possible to refine first one parts of the render windows whit rectangular selection.
sorry for my poor language
filippo
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Zom-B
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Post by Zom-B » Mon Oct 22, 2007 11:02 am

This was requested for Indigo eons before, but the fry guy(s) did it first (?).
At least some options to ignore perfect rendered light sources at some point would be nice... :wink:
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Kram1032
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Post by Kram1032 » Tue Oct 23, 2007 12:28 am

the hard part: how to find out, which light sources are rendered "perfectly"?
hard part 2: if you stop rendering with one light source: wouldn't you get differently bright renders, as one light source would shoot more photons than an other one?

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Post by Zom-B » Tue Oct 23, 2007 1:04 am

Kram1032 wrote:the hard part: how to find out, which light sources are rendered "perfectly"?
hard part 2: if you stop rendering with one light source: wouldn't you get differently bright renders, as one light source would shoot more photons than an other one?
Hard part 1: A lightsource should only need 1 sample per pixel to get displayed, because it doesn't get affected by anything than their own settings.

Hard part 2: uhm.... I'm only talking about the rendering/displaying of the lightsorces themself like a env map in the background. We talked about this before... :wink:
Its not that you should stop calculating an light emitter at some point :roll:
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Kram1032
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Post by Kram1032 » Tue Oct 23, 2007 2:12 am

oh, I see :) then, the problem is far less complicated^^

anyway on part 1:
Due to Supersampling, that's not true...
with SSF 1, one pixel gets split into four
that increases exponentially:
(2^SSF)² or 4^SFF (AFAIK)

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Post by oodmb » Wed Oct 24, 2007 3:54 am

if indigo's mlt works like the ones i've seen, lightsources arent realy rendered in as indirect light and only as part of the direct light, which is far quicker anyway.
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