Mostreig

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Revelat ‣ Mostratge

The integrator is the rendering algorithm used to compute the lighting. Cycles currently supports a path tracing integrator with direct light sampling. It works well for various lighting setups, but is not as suitable for caustics and some other complex lighting situations.

Rays are traced from the camera into the scene, bouncing around until they find a light source such as a light, an object emitting light, or the world background. To find lights and surfaces emitting light, both indirect light sampling (letting the ray follow the surface BSDF) and direct light sampling (picking a light source and tracing a ray towards it) are used.

Viewport Samples

Number of samples for viewport rendering. Setting this value to zero enables indefinite sampling of the viewport.

Render Samples

Number of paths to trace for each pixel in the final render. As more samples are taken, the solution becomes less noisy and more accurate.

Time Limit

Renders scene until time limit or sample count is reached. When the time is set to 0, the sample count is used to determine when the render stops.

Nota

The time limit does not include pre-render processing time, only render time.

Adaptive Sampling

With adaptive sampling Cycles automatically reduces the number of samples in areas that have little noise, for faster rendering and more even noise distribution. For example hair on a character may need many samples, but the background may need very few.

With adaptive sampling it is also possible to render images with a target amount of noise. This is done by settings the Noise Threshold, typical values are in the range from 0.1 to 0.001. Then render samples can then be set to a high value, and the renderer will automatically choose the appropriate amount of samples.

Noise Threshold

The error threshold to decide whether to continue sampling a pixel or not. Typical values are in the range from 0.1 to 0.001, with lower values meaning less noise. Setting it to exactly 0 lets Cycles guess an automatic value for it based on the total sample count.

Min Samples

The minimum number of samples a pixel receives before adaptive sampling is applied. When set to 0 (default), it is automatically set to a value determined by the Noise Threshold.

Denoising

Denoising removes noise while previewing scenes in Rendered mode in the 3D Viewport or for final renders.

Revelar

Denoising for the final render can be enabled or disabled with the checkbox. For denoising the image after rendering with the Denoising node, the Data Render Passes also adapt to the selected denoiser.

OpenImageDenoise:

Empreu Open Image Denoise d’Intel , un dessorollador d’IA. Normalment ofereix la màxima qualitat i és l’opció predeterminada.

OptiX:

Fa servir el dessorollador d’IA OptiX de NVIDIA. Admet l’acceleració de GPU en algunes GPU de NVIDIA més antigues on no ho admet OpenImageDenoise.

Només disponible en GPUs NVIDIA quan es configura a les preferències d’usuària Dispositiu de revelat Cycles.

Mirador

Denoising for the Rendered mode in the 3D Viewport can be enabled or disabled for with the checkbox.

Automàtic:

Fa servir el dessorollat accelerat per GPU, si és compatible, per a un millor rendiment. Prefereix OpenImageDenoise davant d’OptiX.

OpenImageDenoise:

Utilitza Open Image Denoise d’Intel, un dessorollador d’IA. Normalment ofereix la màxima qualitat.

OptiX:

Fa servir el dessorollador d’IA OptiX de NVIDIA. Admet l’acceleració de GPU en algunes GPU de NVIDIA més antigues on no ho admet OpenImageDenoise.

Només disponible en GPUs NVIDIA quan es configura a les preferències d’usuària Dispositiu de revelat Cycles.

Passes

Controls which Render Pass the denoiser should use as input, which can have different effects on the denoised image. Generally, the more passes the denoiser has to denoise the better the result. It is recommended to at least use Albedo as None can blur out details, especially at lower sample counts.

No-cap:

Denoises the image using color data.

Albedo:

Denoises the image using color and albedo data.

Albedo + Normal:

Denoises the image using color, albedo, and normal pass data.

Prefilter OpenImageDenoise

Controls whether or not prefiltering is applied to Input Passes for use when denoising. Visible only when using OpenImageDenoise.

No-cap:

Does not apply any prefiltering to the input passes. This option retains the most detail and is the fastest, but assumes the input passes are noise free which may require a high sample count. If the input passes aren’t noise free, then noise will remain in the image after denoising.

Ràpid:

Pressuposa que les passades d’ingressió no estan lliures de soroll, però no hi aplica el prefiltrat. Aquesta opció és més ràpida que Acurate però produeix un resultat més blurrier.

Precís:

Prefiltra les passades d’ingressió abans de desorollar per reduir el soroll. Aquesta opció normalment produeix resultats més detallats que Ràpid amb un temps de processament més gran.

Quality OpenImageDenoise

Qualitat global de dessorollat. Visible només quan s’utilitza OpenImageDenoise.

Alt:

Produeix l’egressió de màxima qualitat a costa del temps.

Equilibrat:

Equilibri entre rendiment i qualitat.

Ràpid:

Produeix una egressió ràpida a costa de la qualitat (ideal per a revelat de mirador).

Start Sample

Sample to start denoising in the 3D Viewport.

Usar GPU

Realitza el dessorollat amb la GPU. És significativament més ràpid que amb la CPU, però requereix memòria GPU addicional. Quan hi ha escenes grans que necessiten més memòria GPU, aquesta opció es pot desactivar.

Vegeu Renvelat de GPU per més informació sobre GPUs compatibles.

Path Guiding

Path guiding helps reduce noise in scenes where finding a path to light is difficult for regular path tracing, for example when a room is lit through a small door opening. Important light directions are learned over time, improving as more samples are taken. Guiding is supported for surfaces with diffuse BSDFs and volumes with isotropic and anisotropic scattering.

Nota

  • Path guiding is only available when rendering on a CPU.

  • While path guiding helps render caustics in some scenes, it is not designed for complex caustics as they are harder to learn and guide.

Training Samples

The maximum number of samples to use for training. A value of 0 will keep training until the end of the render. Usually 128 to 256 training samples is enough for accurate guiding. Higher values can lead to a minor increases in guiding quality but with increased render times.

Superfície

Enable path guiding for the diffuse and glossy components of surfaces.

Volum

Enable path guiding inside volumes.

Llums

Light Tree

Use a light tree to more effectively sample lights in the scene, taking into account distance and estimated intensity. This can significantly reduce noise, at the cost of a somewhat longer render time per sample.

Certain lighting properties are not accounted for in the light tree. This include custom falloff, ray visibility, and complex shader node setups including textures. This can result in an increase in noise in some scenes that make use of these features.

Note, this feature is currently disabled for AMD GPUs on macOS.

Light Threshold

Probabilistically terminates light samples when the light contribution is below this threshold (more noise but faster rendering). Zero disables the test and never ignores lights. This is useful because in large scenes with many light sources, some lights might only contribute a small amount to the final image, and increase render times. Using this setting can decrease the render times needed to calculate the rays which in the end have very little effect on the image.

Avançat

Patró

El patró de mostreig aleatori emprat per l’integrador.

Automàtic:

Utilitza Soroll blau (vegeu més avall), però per al revelat de mirador, optimitza la qualitat de la primera mostra per a un previsionat interactiu.

Clàssic:

Empra taules precalculades en base a un Sobol amb algorisme d’Owen per al mostratge aleatori.

Blue-Noise:

Empra un patró de soroll blau, que optimitza la distribució de freqüència del soroll, per al mostreig aleatori. Dona com a resultat una egressió que sembla més suau malgrat no ser menys sorollosa en general.

Llavor

Seed value for integrator to get different noise patterns.

Use Animated Seed (clock icon)

Changes the seed for each frame. It is a good idea to enable this when rendering animations because a varying noise pattern is less noticeable.

Sample Offset

The number of samples to skip when starting render. This can be used to distribute a render across multiple computers then combine the images with bpy.ops.cycles.merge_images

Scrambling Distance

Aquestes propietats no són compatibles amb els patrons de mostreig de Soroll blau.

Automàtic

Uses a formula to adapt the scrambling distance strength based on the sample count.

Mirador

Uses the Scrambling Distance value for the viewport rendering. This will make the rendering faster but may cause flickering.

Multiplier

Lower values Reduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too low.

Min Light Bounces

Minimum number of light bounces for each path, after which the integrator uses Russian Roulette to terminate paths that contribute less to the image. Setting this higher gives less noise, but may also increase render time considerably. For a low number of bounces, it is strongly recommended to set this equal to the maximum number of bounces.

Min Transparent Bounces

Minimum number of transparent bounces (more specifically «passthroughs»). Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like hair and volumes.

Layer Samples

When render layers have per layer number of samples set, this option specifies how to use them.

Use:

The render layer samples will override the set scene samples.

Límitat:

Bound render layer samples by scene samples.

Ignorar:

Ignore render layer sample settings.