[REQ] Tracing priority
[REQ] Tracing priority
Would it possible to implement something like Aeronoise in Fry, but more like Exit portals in execution in Indigo?
say you do a render, and find after a few hours, most of the scene is clean except this SSS object. So wouldn't it be nice to then modify the scene and put a bounding box around the SSS object, and then give it a value of how many traces per every 10 traces are shot towards this object, and give preference for mutations that shoot towards this bounding box?
So if you gave it a 9 trace out of 10 value, Then every 9 traces out of 10 are shot towards this bounding box, and the remaining 1 is used for the rest of the scene and so on
then you just resume the render with this modified scene with the priority box in place.
The priority box can be used for say an object or just a noisey area etc
Something like this will reduce the disadvantage of unbiased rendering, where some areas like directly lit diffuse material clean up really quickly, and waste trace/samples. And will also allow quicker preview of the main scene focus
say you do a render, and find after a few hours, most of the scene is clean except this SSS object. So wouldn't it be nice to then modify the scene and put a bounding box around the SSS object, and then give it a value of how many traces per every 10 traces are shot towards this object, and give preference for mutations that shoot towards this bounding box?
So if you gave it a 9 trace out of 10 value, Then every 9 traces out of 10 are shot towards this bounding box, and the remaining 1 is used for the rest of the scene and so on
then you just resume the render with this modified scene with the priority box in place.
The priority box can be used for say an object or just a noisey area etc
Something like this will reduce the disadvantage of unbiased rendering, where some areas like directly lit diffuse material clean up really quickly, and waste trace/samples. And will also allow quicker preview of the main scene focus
interesting Idea 
If auto and manual selective rendering is too hard to add, that would be a great thing
Exporter writers could even make it, building such a thingy, automatically, where the bounding box is
I'd prefer a non-turn-off-and-resume solution, though
what about that Δ-sampling, btw? Any chance to find out how it works and to add it?
If auto and manual selective rendering is too hard to add, that would be a great thing
Exporter writers could even make it, building such a thingy, automatically, where the bounding box is
I'd prefer a non-turn-off-and-resume solution, though
what about that Δ-sampling, btw? Any chance to find out how it works and to add it?
If the bounding box you're talking about is drawn upon the image, I'd prefer a solution where geometries (or materials, or possibly both) are marked as slower to converge before rendering, like precedence for sss.
I dont like the idea of a box, I'd prefer a freehand drawn region (lasso tool) with weighted boundaries so you don't have a geometric stamp on your image.
If the bounding box you're talking about is an invisible geometry (like a "per object" exit portal) wrapping the object, then I still prefer that solution to region rendering, wich is finally a very old request and not that useless, agreed
I dont like the idea of a box, I'd prefer a freehand drawn region (lasso tool) with weighted boundaries so you don't have a geometric stamp on your image.
If the bounding box you're talking about is an invisible geometry (like a "per object" exit portal) wrapping the object, then I still prefer that solution to region rendering, wich is finally a very old request and not that useless, agreed
obsolete asset
OR a global setting for this 
sort of forumlas, that "know" how much more rays on highly scattering media (in example) must be made than for diffuse, to clear up, and add that info to the kd-tree to make the render update more uniformly
- everything would clear up the same time (diffuse stuff would need for ever, though, if there was milk, anywhere^^)
the hard thing is, that you also roughly need to know, where there are reflections of such materials... - if you don't see the milk, directly, but in mirrors or even through (the) glass
sort of forumlas, that "know" how much more rays on highly scattering media (in example) must be made than for diffuse, to clear up, and add that info to the kd-tree to make the render update more uniformly
the hard thing is, that you also roughly need to know, where there are reflections of such materials... - if you don't see the milk, directly, but in mirrors or even through (the) glass
Yes but that would be the hardest technique to code, having a prepass to approximately define sample densities and set priority level accordingly. Maybe an importance sampling algorithm could help, but that's out of my reach to say.
But indeed automatized sample eveness would be some luxe
But indeed automatized sample eveness would be some luxe
obsolete asset
I'm glad to see that some other people also want kind of a region rendering for materials that are hard to clean.
I suggested something similar in the past, except that instead of a bounding box I suggested to name objects that should have a higher priority.
http://www.indigorenderer.com/joomla/fo ... php?t=1746
I suggested something similar in the past, except that instead of a bounding box I suggested to name objects that should have a higher priority.
http://www.indigorenderer.com/joomla/fo ... php?t=1746
I would instead prefer a simple 1-bit image mask that I could specify a tracing priority through.
Black = 10% of the tracing time
White = 90% of the tracing time
The mask would have to be created by hand, AFTER your first render (for a few moments, at least).
Then load indigo again, resume, and effort is focused onto those areas.
Black = 10% of the tracing time
White = 90% of the tracing time
The mask would have to be created by hand, AFTER your first render (for a few moments, at least).
Then load indigo again, resume, and effort is focused onto those areas.
The state-of-the-art method would be a possibility to freehand draw on the output window in runtime and set priority for the drawn region.
The Main Point is, to control the Priority setting in runtime!
Perhaps its also possible to set priority to some indigo specific calculations like caustics, shadows, sky or based on material settings like diffuse, phong etc.
I think in the (far) future adding functonality to the GUI output Window will be a big thing!
The Main Point is, to control the Priority setting in runtime!
Perhaps its also possible to set priority to some indigo specific calculations like caustics, shadows, sky or based on material settings like diffuse, phong etc.
I think in the (far) future adding functonality to the GUI output Window will be a big thing!
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oogsnoepje
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More functionality would be nice, but is it useful? Why not just say: "object X should receive more rays"?ZomB wrote:The state-of-the-art method would be a possibility to freehand draw on the output window in runtime and set priority for the drawn region.
The Main Point is, to control the Priority setting in runtime!
Perhaps its also possible to set priority to some indigo specific calculations like caustics, shadows, sky or based on material settings like diffuse, phong etc.
I think in the (far) future adding functonality to the GUI output Window will be a big thing!
(probably the same as mentioned above but I didn't read the linked topic)
I guess, my idea, with the quite complicated formulas would actually slower things down, but therefore, the image would have a more uniform noise-level. - that's also better for Anims, I guess 
I guess further, that any of the methods, mentioned, would simply bring a more uniformly sampled picture.
I'm not sure, about that, but, what would you think about a focus map? - that wouldn't really bring SSS render faster, but the things in focus, would look cleaner, sooner - and the things out of focus, are blurred anyway
The more out of focus, the less samples to that region...
(blurred anyway, is meant by me, that you in theory could denoise the pic without getting too much blur, as the noisiest regions are the blurriest, anyway)
I guess further, that any of the methods, mentioned, would simply bring a more uniformly sampled picture.
I'm not sure, about that, but, what would you think about a focus map? - that wouldn't really bring SSS render faster, but the things in focus, would look cleaner, sooner - and the things out of focus, are blurred anyway
The more out of focus, the less samples to that region...
(blurred anyway, is meant by me, that you in theory could denoise the pic without getting too much blur, as the noisiest regions are the blurriest, anyway)
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