DMC sampler is known to be the most important setting in VRAY. This part can either take your render to a few minutes or days, so it's a must to know what is this. Toni Bratincevic written this very interesting article at interstation3d. Visit his site HERE. This article demystifies VRAY DMC Sampler. Encourage you to visit more of his writings. Here is his explanation about DMC Sampler. All images and writings are owned by Toni Bratincevic.
Introduction
In this tutorial I will focus on giving you the basic
technical background of DMC sampler, but before we go into any technical
details about DMC sampler, we will go over alternative sampler
integrated in VRay, Adaptive Subdivision sampler. I won't be mentioning
fixed sampler technique since it's pretty straight forward and in case
you don't know how Fixed sampler works, it will be easy to figure out
from gained knowledge. Adaptive Subdivision sampling is a technique used
in almost every other biased render engine on market. It's relatively
old technique and behaves very good in most of the cases. It will give
you clean and well sampled image, it's perfect for rendering still
images, but compared to DMC sampler it usually oversamples image in
places where you can make it even with lower number of glossy
reflection samples (for example). As I said, subdivision sampler can be
found in most of the competitive biased render engines but it seams to
me like some of these engines, based on positive user experience from
VRay, are jumping on board and delivering some similar sampling
algorithms like DMC. There is one render, that I know, that is using
similar technique to DMC and both renders are more and more being used
in high end production environments for this reason ... DMC is by far
the best raytracing based technique to get in camera depth of field and
3D motion blur with reasonable render times.
Sampling process, Adaptive sampling
Common thing about all biased engines is that most of them are
adaptive. What does that mean? Let's simplify it for now and take area
of 3x3 pixel resolution for next examples. When you click render,
Vray, or some other render, will cast initial 9 samples, which means
one sample per every pixel... for now we will assume that samples are
taken at the center of pixel.
3x3 INITIAL SAMPLING
1 SAMPLE PER PIXEL |
For those of you who don't know too much about how raytracing
works, let's go over it quickly, it's very simple. Imagine that you have
a camera and have a grid in front of that camera representing
resolution of your final render (3x3 in this example). Let's say you
have some objects that are placed inside the scene. When VRay starts
rendering it will draw the line from center of the camera going through
the mid area of pixel (individual grid box) to the nearest object that
intersects that line. Vector is actually cast from point of camera and
it's blindly going forward into the scene until it hits something.
Point where eye ray hits something (object) is intersection point and
that's when render will start to calculate all the color information
about that object at that point in space(is it reflective, refractive,
what color is it etc, how it reacts to light, is it in shade or
directly lit etc...) and it will return collected information to VRay
saying this is the color behind that pixel and that's the way you
should color that pixel. Ray casted from camera is called eye ray or
primary ray, every other ray cast from material to collect information
about light, gi, reflections etc is called secondary ray. Remember this
because we will be mentioning these two types of rays in this tutorial.
Let's go over simple illustration for better understanding of
raytracing...
Same procedure is done for every pixel in that 9pixel grid
space, and you basically get your image. The problem over here is that
every pixel got only one sample, and that sample only returned color
information about one infinite small point in space, which was
intersection point or eye ray and object. In reality however, if you
put that grid in front of your camera you would actually get not only
one but average of infinite number of points sampled behind that pixel.
Since that's almost impossible to do in rendering engines, you
can't just shoot infinite number of rays in render engine because it
would take forever, programmers developed some smart ideas how to
oversample particular pixels or part of that grid where it's needed. That's
called adaptive sampling, since number of rays are adapting based on
the complexity of the rendered image ... so in areas where there is
high contrast between pixels it will cast more samples, let's say it
will send 25 rays into one pixel and average that result, where in the
areas where we have constant color or empty space it will send only one
sample and will not waste any time oversampling those pixels.
AFTER INITIAL SAMPLING RENDER
WILL RETURN COLOR FOR THAT PIXEL |
BASED ON DIFFERENCE DEFINED BY
THRESHOLD, RENDER WILL CAST MORE SAMPLES AT SOME PIXELS AND COLOR WILL BE UPDATED |
Next few images show the benefit of adaptiveness ... first
example is made with 1 sample per pixel only, second one is made with
100 fixed number of samples for every pixel and the third one is
adaptive technique made with minimum 1 and maximum 100 samples per
pixel... you can clearly see how much time is wasted when doing fixed
sampling compared to adaptive sampling that is way faster and we are
getting almost same quality as in fixed sampling.
FIXED SAMPLING 1 SAMPLE PER PIXEL RENDER TIME: 1.9 SEC |
FIXED SAMPLING 100 SAMPLES PER PIXEL RENDER TIME: 2 min 55 SEC |
ADAPTIVE SAMPLING MINIMUM 1 MAXIMUM 100 SAMPLES RENDER TIME: 1 min 1 SEC |
Now, common thing with Adaptive Subdivision and DMC samplers
is that both of these are adaptive, but they work in different way.
Let's start with subdivision sampling because that's the oldest
technique and it's good to know something about it since I will try to
point out benefits of using DMC, but I can't do it before you get a
good feeling how subdivision sampling works.
Subdivision sampler
When talking about sampling in previous paragraphs I mentioned
how initial samples are shot through the pixel center. Subdivision
sampler actually works in different way, samples are not placed in the
pixel center but in the pixel corners like in next image:
SUBDIVISION SAMPLER WILL PLACE
INITIAL SAMPLES AT THE EDGE OF THE PIXEL |
After initial rays are cast into the scene and information
is collected, subdivision sampler analyses this information and decides
which pixel needs more samples and which one doesn't. For every pixel,
samples that are taken at the edge of the pixels are used and
compared... if the color difference is above color threshold (next
image) defined in render options Vray will subdivide that pixel one
more time and it will take more samples inside that pixel.
Based on Clr Thresh defined in render options, VRay will check if
difference in color between samples from edges inside pixel is higher than threshold value, if it is, it will cast more samples inside that pixel, if it's not, it will finish sampling and it will return final pixel color. |
|
EXAMPLE A initial samples are cast at the edge of each pixel, color informations are gathered. 1st pixel is very close to color of 2nd pixel. Since color difference is under threshold defined in render settings, render will decide that it's not worth adding more samples to the pixels. |
EXAMPLE B
Color difference between 1st and
2nd pixel is very high, over Color Threshold, which means render will send more samples to those pixels. Maximum number of samples allowed will be defined by Max rate. 2 in this case means maximum 16 additional samples per pixel, plus those already cast at the edges. |
This process is done couple of times till color threshold
number is met or if we hit maximum number of allowed samples per pixel
defined by Max. rate. Remember, that max subdiv value set in
Subdivision sampler doesn't represent maximum number of samples taken
per pixel, it represents how many times the pixel will be subdivided,
which means 0=1 samples,1=4,2=16,3=64. Remember that some samples are
shared between pixels (on edges) so basically if you set Max Rate to 2
it will actually use 25 samples for that pixel... 9 local for that 1
pixel only plus 16 (on edges) shared with other pixels. For Max Rate 1
it's 1 local sample per pixel and 8 shared with other pixels. Let's go
over next image for more intuitive explanation:
ADAPTIVE SUBDIVISION SAMPLER
... for some pixels more samples are cast, for some less, it all depends on color contrast difference from samples inside and on the edge of the pixel. This example has Subdivision sampler set to Min 0 Max 2, which means 1 initial sample is cast per pixel, but since it's at the edge of pixel it's shared with surrounding pixels, and then based on color difference, oversampling can go up to 16 additional samples per pixel. |
Now, the main problem over here is that the subdivision
sampler only bases his decision to take more samples to the pixel on
information gathered at the edge of that pixel. It basically doesn't
know complete color information of surrounding pixel, it only knows
what's going on at the edges of those pixels. This works in some
scenes, but in situations where there are a lot of tiny objects and
detailed textures, samples color information coming only from the edges
is not enough. What we need to make a good decision to oversample
pixel is full color information of surrounding pixels. That's exactly
what DMC sampler is doing, and for that reason in highly detailed scene
with a lot of thin lines (for example) DMC sampler will make a much
better decision where to place those additional samples inside the
scene and the final image, specially if we are talking about animation,
it will be cleaner, more stable, without some sharp changes from frame
to frame. Next image shows this:
DECISION TO CAST...
... rays inside pixel is based on color information gathered at the edge of pixel. This is specific to Adaptive Subdivision sampler and can create problems when sampling a scene with high amount of details where knowing complete color information surrounding individual pixels would be more efficient. |
ADAPTIVE SUBDIVISION SAMPLER ... has a big problem sampling thin objects in the scene. In this simple example you can see how lines are cracked, not enough samples are cast into areas where needed, and only because adaptive subdivision sampler is basing it's decision to sample more on information it gets from edge of pixel. In this example I've set Color Threshold to 0.01, Min subdivs to 0 which means 1 initial sample per pixel, and Max Subdivs to 3 which means if needed it will subdivide pixel 3 times casting maximum 64 additional samples. Maximum 64 samples is more than enough to get nice lines but V-Ray just doesn't get enough feedback from initial samples cast into the scene. |
DMC SAMPLER
... doesn't’t have these kind of problems because it’s basing its decision on information gathered from complete pixels surrounding pixel that’s being sampled. Because of this, it can detect very thin lines and sample it in efficient way without any artifacts. As with subdivision sampler, DMC was set to Minimum 1 and Maximum 8 subdivs which in this case means it will cast initial 1 sample for every pixel, and where needed it will cast maximum of 64 samples. Color threshold was set to 0.01 like in subdivision sampler. |
When using subdivision sampler, every area of the scene that
is using some sort of oversampling to get clean results, like glossy
reflection, refraction, brute force GI, DOF and motion blur will cast
almost exact number of samples set in those options (subdivs),
everything will be averaged together and combined into color
information, and that color information will be compared to surrounding
samples, and decision to oversample that pixel will be made. What this
means is that if you have 20 samples available to sample depth of
field, 10 for motion blur, and 100 for glossy reflection of the objects
in the scene, it's possible you will calculate extremely high number
of samples for one pixel. This will produce nice and clean result but
at the expense of slow render times, because for every additional image
sample taken inside that pixel you will be casting X number of
additional samples for motion blur, DOF, glossies etc even if sometimes
you don't need such high amount of secondary rays (reflection,
refraction, shadow etc) to get nice sampling of the image.. This is
where centralized adaptive algorithm like DMC comes into place... it
actually controls every single area of the scene where more than 1
sample is needed to get clean information (like glossy reflection).
But before we jump to DMC sampler examples let's go over VRay DMC
Sampler tab and how options from this tab are influencing rendering.
Remember that this tab is not only used when DMC sampler is activated,
it's actually active when Subdivision of Fixed sampling is active, the
only difference is that when using Adaptive Subdivision sampler image
sampling process (taking eye ray samples) is detached from taking
samples (secondary rays) in materials like glossy reflection, where with
DMC everything is combined into these options (image sampling and all
other subdiv sampling in the scene).
DMC Sampler options
Let's go over these options one by one... you can also check
VRay help, but maybe this will be easier explanation than one in help. I
will be describing case where X number of glossy reflection rays are
cast from material... which happens after image sample is taken from
camera trough pixel and when that ray hits some object and material with
that glossy reflection is called. Remember that these are extreme cases
made to be different from image to image so that you can get a better
understanding, but in practice changing these options can, and probably
will, result in smaller differences.
Adaptive amount – example: if in material you
have 100 samples (10 subdivs) available to sample some glossy
reflection, setting adaptive to 0.5 will make Vray cast fixed amount 50
(50% of 100 available) reflection samples and then it will decide if
you need more samples and how much you need. Actually after those
initial 50 samples, more samples are cast 1 by 1 and every time new
sample is taken, VRay compares it to averaged color of samples already
casted. If contribution to that value is not so high it will stop taking
more samples because it will figure out that taking more samples
doesn't make sense since it's not contributing a lot to the ones already
taken. If adaptive amount is set to 0.7 you will cast 30% of those 100
samples, 0 will cast all 100 samples and 1 (fully adaptive) will cast
number of samples set in Min Samples option and after that it will be
adaptive, taking only samples needed to clean up that glossy
reflection. Min samples in last case is there for safety reasons because
sometimes if Adaptive amount is set to 1 VRay can't make a smart
decision if it needs more reflection samples based on only 2 initial
samples taken for glossy reflection ... so with Min samples you are
making sure that whatever you set in Adaptive amount, minimum number of
samples taken for glossy reflection (or rafraction, shadow etc) will be
8, after which it will start being adaptive.
ADAPTIVE AMOUNT 0 all reflection samples in material are taken for every eye ray that hits that floor |
ADAPTIVE AMOUNT 0.5 50% of glossy reflection samples are taken after which it glossy reflection calculation will become adaptive casting only number of rays needed to satisfy Noise threshold |
ADAPTIVE AMOUNT 1.0 since Adaptive is set to 1, Min samples is activated which means 8 initial glossy reflection samples are taken after which its glossy reflection calculation will become adaptive casting only number of rays needed to satisfy Noise threshold |
Remember my visual raytracing explanation, let's go over this again but from a different perspective:
Noise threshold – if adaptive amount is set
to 0.5, and if, let's say we have some material with glossy reflection
in the scene with 100 available samples (10 subdivs), vray will cast 50
samples and after that it will be adaptive based on this noise
threshold ... which means every new sample taken after initial 50
samples will be averaged with those 50 samples and if its contribution
to those 50 samples is more than value defined in noise threshold it
will send one more sample till it hits that noise threshold... but if
contribution is not so high and is below noise threshold Vray will
stop sampling that reflection and finalize glossy reflection calculation
for that material. These are some examples to show how changing Noise
threshold influences the quality of reflections. This is really
important parameter and for finals should be kept in a range from
0.005-0.01.
NOISE THRESHOLD 0.01 | NOISE THRESHOLD 0.1 | NOISE THRESHOLD 1.0 |
Min Samples – If adaptiveness is set to 1
(fully adaptive), even if you have 100 reflection samples available to
sample glossy reflection, Vray will cast only 1-2 reflection samples and
it won't be able to make a smart decision if it needs to take more
samples. To prevent this, Min Samples is the bottom limit of number of
samples that needs to be taken before adaptiveness kicks in. Vray will
always take those 8 samples for every glossy value in the scene before
it starts to be adaptive.
MIN SAMPLES 50 | MIN SAMPLES 8 | MIN SAMPLES 2 |
Global Subdivs samples – This is a multiplier
for every value in the scene that needs some subdivision
(multisampling) to clean up the result. This can be area shadows subdivs
in area light, subdivs for glossy reflection or refraction, motion
blur subdivs, DOF subdivs etc. So, for example, if you set glossy
reflection in material to 10 and Global Subdivs is set to 2, subdivs in
material will actually be 20 (10x2). If it's set to 0.2, it will lower
that reflection subdivs and you'll have subdivs of 2. Raising this
value up will get you a cleaner result but at the expense of render
time. Remember that this influences every single Subdiv value in the
scene, and I recommend if you have some sampling problems to go into
specific material and tweak subdivs value rather than just taking an
easier route and raising Global subdivs multiplier.
GLOBAL SUBDIVS MULTIPLIER 10 | GLOBAL SUBDIVS MULTIPLIER 1 | GLOBAL SUBDIVS MULTIPLIER 0.1 |
Welcome to non intuitive wonderland, DMC sampler.
With the knowledge we gathered so far it will be easier to
figure out how DMC sampler works. First thing that we need to know, and
it's a very important feature of DMC sampler, is that complete pixel
information surrounding pixel that VRay is sampling is taken into
consideration when deciding if it needs to oversample that pixel or
not. Result of this is shown in the image we already saw, where I showed
you a teapot with thin lines. But let's see this in a different form.
ADAPTIVE SUBDIVISION SAMPLER with Subdivision sampler only samples taken at the edge of the pixels are taken into account when deciding if pixel needs more samples. |
DMC SAMPLER
with DMC sampler complete color information from surrounding pixels is used when deciding if center pixel needs more samples or not. |
Maybe this doesn't sound so important, but it is, since it
really helps to catch all the small details in the scene. Compared to
DMC sampler, where initial samples are taken at the edge of the pixel,
DMC sampler takes first samples at random points inside of each pixel,
and if it decides to oversample one pixel it will not distribute
samples based on regular grid like Adaptive Subdivision sampler, samples
distribution in DMC will be more random without exactly defined
pattern... although deterministic means it will follow some pattern but
it will be based on low discrepancy numbers that has some form
compared to QMC which was used in earliest version of Vray.
People are usually wondering what is the reason that DMC sampler can
handle motion blur and DOF way faster than Subdiv sampler. The reason
lies in the way DMC sampler controls and influences every single area
of the scene where we need to do some oversampling (subdivs), and
because of that you will cast lowest number of samples needed to get a
clean pixel without oversampling some areas of the scene that won't
influence the quality of the pixel in the end.
In technical terms this means that DMC sampler, based on
maximum number of DMC samples set in DMC sampler rollout, will
subdivide every single Subdivs value in scene (material, light, etc).
This is not happening with subdivision sampler, and this is the main
difference between these two samplers:
Let's repeat it again: if, for example, material X in the
scene has glossy reflection and you set this to 40 subdiv, and light
used in scene has smooth shadow that is using shadow subdiv of 10, by
setting DMC max samples to 5, maximum number of glossy subdivs taken in
that material (for one eye sample) will be 8 (40/5) and maximum number
of subdivisions available for light shadow will be 2 subdivs.
Remember, we are talking about number of sampler per every eye ray sent
into the scene. But, if pixel that VRay is sampling needs more than 1
eye ray sample, and let's say we need maximum number of DMC samples
which is 5 subdivs in this case (5x5=25 samples), it is still possible
that VRay will use all 40 subdiv glossy reflection defined in that
material, because for every eye ray sent into the pixel VRay will cast 8
subdivs (64 samples), and since it will cast Max 5 DMC subdiv samples
(25 samples), 5x8 will make 40 reflection subdivs. Confusing?... maybe,
it took me a couple of days to figure this out since it's not
explained in Vray's documentation.
This represents a simple graphical way of describing how DMC handles subdivision of glossy values in the scene. Glossy reflection in material by default has 100 subdiv set. In 1st case DMC has maximum 5 subdivs for eye samples so by knowing that, it will lower number of subdivs in material to 20. In last case DMC knows that it can subdivide pixel 50 times casting maximum 2500 samples ... knowing that, it can oversample pixel so many times with eye rays taking only 2 subdivs reflection samples for every eye ray sent through pixel. |
So now that we figured out how DMC subdivides every subdiv
value in the scene, we can go over adaptiveness and how it's handled
inside the scene subdiv values. This was straight forward in Adaptive
subdivision sampler since that sampler didn't influence (divide) values
around the scene.
Because of the way DMC works and how it subdivides every value
in the scene that needs multisampling, adaptiveness options will play
some role if you keep DMC Max samples really low. If you keep DMC Max
Subdivs to 1 you will get same effect as with Subdivision sampler in
terms of how much secondary samples will be cast for reflection,
refraction, area shadows etc. But, since the nature of DMC algorithm, by
raising Max DMC setting really high, let's say 50, adaptiveness will
not play any role after some point and you can just forget about it.
The reason for that is that if you set Max DMC to 50 (for example),
Vray will subdivide every subdiv value in the scene to 1, which means
for every ray sample sent to the scene you will be sending only 1
glossy sample for reflection, 1 for area light, motion blur etc. The
reason why Vray is doing that is that it knows that it can cast 50
subdivs eye samples, which is around 2500 eye samples in the scene and
it still can get nice glossy reflections coming from material even if
for every eye ray it's casting only 1 sample for glossy reflection.
The reason why this is useful is that in the scenes with 3D
DOF, Motion Blur, a lot of glossy reflections etc... Vray will try to
cast minimum number of samples needed to get a clean result. In these
kinds of situations it's best to keep DMC values really high... and if
needed, you can always go into the scene materials and tweak those
individually where needed. Usually, when object is in motion and is
blurred you don't need to cast so many reflection samples in its
material because everything is gonna be smeared in the end. Subdivision
sampler doesn't know this and will try to cast high number of samples
for every eye sample, even if that glossy reflection color doesn't
play big influence in final result. Next example is one simple case
where I used Adaptive subdivision sampler and DMC sampler and you can
clearly see how DMC sampler outperforms Adaptive Subdivision.
3D MOTION BLUR DMC SAMPLER |
3D MOTION BLUR ADAPTIVE SUBD SAMPLER |
The biggest flaw of DMC is that it can be really confusing and
counter intuitive to setup. Sometimes in scenes with a lot of details,
many lights, motion blur and DOF it's good to keep DMC settings really
high like Min 1 Max 50 because having Max DMC set to low value like 4
can increase render time drastically. Let's go over few practical
examples.
EXAMPLE 01: Hair
Hair can be a big problem to sample. It has huge amount of
small details and most of the raytracers can't handle sampling of hair
in efficient and fast way. Adaptive subdivision samples performs worse
in these cases, it just can't decide where it needs to place more
samples. DMC on other hand performs quite good, it can sample hair
really fast and without artifacts that you get with Adaptive subdivision
sampler (broken hair strings, flickering). Given same time frame DMC
will outperform Adaptive Subdivision sampler, which is clearly visible
in next image. Settings that I used were for DMC Min 1 Max 50 Color
threshold 0.02, for Adaptive Subdivision Min 0 Max 2 Color Threshold
0.5. I use really high Threshold value for Adaptive Subdivision because
when I used 0.1 or 0.05 which is what should be used for animation, Adap
Sub estimated render time went to about 20 minutes.
ADAPTIVE SUBDIVISION SAMPLER |
DMC SAMPLER |
Now we are left with the question of what settings should you
use for Hair. I usually put DMC Minimum samples to 1 or 2, and Maximum
to 50. If you have some problems detecting small details in animation,
setting Min to 2 will probably fix that. Color threshold can be pretty
low like 0.02 or 0.005. Forget about DMC sampler options in Setting tab
because Adaptiveness are basically ignored because Max DMC was set to 50
which subdivided almost every subdivs value in scene to 1... which
means for every eye ray, VRay will cast only 1 sample to calculate area
shadows, 1 for glossy reflection etc. In this case this works great
since you know that because of complexity of hair number of eye rays
needs to be really high (sometimes more than 100-300).
MIN 1 MAX 4 | MIN 1 MAX 10 | MIN 1 MAX 50 |
As you see 3rd image works best. Everything looks smooth and I
can assure you that you won't see a lot of flickering, even in
animation. When working at Blur I usually setup our passes in the way
that I render hair as separate pass with Min 1 and Max 50 samples with
rest of geometry set as matte (VRay properties) and then I composite
hair in postprocessing, because there is no point of using DMC Max 50
for the rest of the scene (in most of the cases).
EXAMPLE 02: Flat surfaces, glossy reflections
Funny thing is that in some other situations having DMC set to
4 can lead to a cleaner image in less time. This is true for images
where you have flat surfaces with some glossy reflections and not so
many details, so you are more concentrated on sampling materials than
sampling geometry:
MIN 1 MAX 5 REFLECTION SUBDIV 50 |
MIN 1 MAX 10 REFLECTION SUBDIV 50 |
MIN 1 MAX 50 REFLECTION SUBDIV 50 |
MIN 1 MAX 50 REFLECTION SUBDIV 100 |
MIN 1 MAX 50 REFLECTION SUBDIV 300 |
MIN 1 MAX 50 REFLECTION SUBDIV 1000 |
Let's see what's going on with the sampler and how when
changing DMC Max from 5 to 50 you will see more eye samples cast into
the scene.
MIN 1 MAX 5 REFLECTION SUBDIV 50 |
MIN 1 MAX 10 REFLECTION SUBDIV 50 |
MIN 1 MAX 50 REFLECTION SUBDIV 50 |
MIN 1 MAX 50 REFLECTION SUBDIV 100 |
MIN 1 MAX 50 REFLECTION SUBDIV 300 |
MIN 1 MAX 50 REFLECTION SUBDIV 1000 |
Strange, isn't it? First image where DMC sampler Max is set to 5
has just a fraction of the samples compared to DMC Max 50. Remember
when I was explaining how DMC Max subdivides every glossy value in the
scene. Well, this is exactly what's happening over here. For glossy
reflection in material I set Subdiv value to 50, which means, in 1st
case where DMC Max is set to 5 for every eye ray that hits that glossy
floor it will cast maximum 100 (10 subdivs) reflection samples, but when
DMC is set to 50 it will cast only 1 sample. Which means, for DMC set
to 50 VRay won't be able to get clean reflection with few eye ray
samples so it needs to send more eye samples to the pixels even if we
don't need more eye ray samples since some areas are just flat surfaces
with reflection.
Second row uses DMC Max 50 but I was tweaking reflection
subdivs in material for floor and walls... you can clearly see how by
changing Refl Subdiv you take load of DMC sampler (eye rays)... so, in
situations like these don't be scared to bump up Refl Subdiv to 300
because when subdivided by DMC Max 50 you will get only 6 subdivs per
one eye ray, and this can actually speed up your render and you'll get a
smoother reflection.
EXAMPLE 03: Subpixel mapping (V-Ray: Color mapping tab)
Most of the times I'm using subpixel mapping to render my
scenes and animations. If you are doing still images you can turn this
option off if you want to achieve the most realistic result, but in
animation where you are using in camera 3D motion blur and DOF, it will
be wise to turn it on because your render time will go down and you will
need far less samples to clean up DOF or 3D motion blur. Difference
between using subpixel mapping and not using it is that with subpixel
on, every eye sample that render takes, when sampling pixel, will be
tonemapped first and then averaged with next samples if VRay is
oversampling that pixel. When subpixel is off all the samples will be
taken and averaged first and then when you get final pixel color VRay
will apply tonemaping. This process is shown in next image.
SUBPIXEL MAPPING ON ... when Subpixel mapping is on every new sample taken inside pixel is tonemapped first (compressed to color scale you defined in Color Mapping tab or Camera exposure) and merged over existing pixel color. |
SUBPIXEL MAPPING OFF
... when Subpixel mapping is off, every sample is calculated and then they are merged together and finally when sampling is done whole pixel color is tonemapped forming final color value of pixel. This produces more realistic result but tends to introduce some noise to the image specially when using 3D motion blur and DOF. |
In practice it looks like this:
SUBPIXEL OFF DMC MIN 1 MAX 50 |
SUBPIXEL ON DMC MIN 1 MAX 50 |
... we can clearly see how this is reflected to final image. Image on the right with subpixel mapping on will produce cleaner results, it will render faster, but it will loose some brightness and it will produce not so realistic result. | |
SUBPIXEL OFF DMC MIN 1 MAX 1 |
SUBPIXEL ON DMC MIN 1 MAX 1 |
...
just by changing DMC Max value to 1, meaning that glossy reflection
subdivs won't be reduced for every eye ray sent to pixel, we get same
results as when turning subpixel off.
|
This is the reason why this difference is happening: when DMC
is set to one, VRay will send one eye ray through pixel, it will hit
that reflective floor and it will take 30 glossy samples for
reflection... reflection samples are averaged together, they are merged
with diffuse value of surface and tonemapped. Because VRay used those 30
glossy reflections in one reflection calculation we are keeping
brightness the same as with subpixel mapping off. Compared to example
where I set DMC to 50, which means glossy reflection subdiv will be
degraded to 1 sample per eye ray sent through that pixel after which
reflection sample is averaged with diffuse component and combined into
sample and tonemapped. Because I was using Max DMC of 50, VRay will send
a lot more eye rays into the scene to clean up that glossy reflection
since for every eye ray sample it will get only couple reflection
samples.
This can be compensated by going into material that's loosing
its initial color and using higher number of glossy reflection samples.
In my case if I had DMC set to 50 I can set reflection subdivs in
material to something like 500, which means (remember that table?) that
for every eye ray VRay will cast 10 reflection subdiv samples into the
scene. This will keep reflection as bright as it was with subpixel
mapping off but you will get all the benefits of having subpixel mapping
on.
EXAMPLE 04: 10+ AREA LIGHS IN SCENE
For scenes with huge number of area lights, using DMC can help a
lot especially if you are using motion blur and DOF in camera. Next two
images show this, I'm using about 100 area lights and you can see how
DMC sampler outperforms Adaptive Subdivision sampler. Amount of noise in
the images is almost the same, some areas in DMC are cleaner some more
noisier than with AS sampler, but then keep in mind that I used Max 50
samples for DMC sampler which is quite high. Turning Lightcache on for
Glossy Reflection in scenes with so many lights can help a lot, so keep
that in mind when rendering these types of scenes.
ADAPTIVE SUBDIVISION SAMPLER MIN 0 MAX 2 CLR THRESHOLD 0.05 |
DMC SAMPLER MIN 1 MAX 50 CLR THRESHOLD 0.02 |
EXAMPLE 05: IRRADIANCE GI QUALITY IS CONTROLED BY DMC SETUP
One thing to remember when trying to eliminate noise or
flickering in Irradiance Map is that IR Map is also controlled by DMC
Sampler parameters in Settings tab.
ADAPTIVE AMOUNT 1 NOISE THRESHOLD 0.01 MIN SAMPLES 8 |
ADAPTIVE AMOUNT 0.5 NOISE THRESHOLD 0.01 MIN SAMPLES 8 |
ADAPTIVE AMOUNT 1 NOISE THRESHOLD 0.01 MIN SAMPLES 128 |
The problem usually comes when Adaptive amount is set to 1 and, I assume, IR map is not casting so many initial fixed number of GI samples... so it won't be able to decide efficently if it needs to cast more rays or not. This can be compensated by lowering adaptive amount to some lower value than 1, which in second image is set to 0.5 and you can clearly see the difference in GI, or it can be fixed by raising Min samples to high value like 128.
Conclusion
Hopefully everything I wrote was easy to figure out although it
get's confusing sometimes. I saw people confused about DMC sampler
because of its unified core, and going back to subdiv sampler because
it was more predictable, but believe me once you figure out the power of
DMC sampler you will want to stay in that mode of thinking because
you'll have complete control of your render engine sampling algorithm
and you will be able to bring all the power of unified core to get
faster render times and cleaner results. Happy rendering!
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