Amostragem

Reference

Panel

Renderizar ‣ Amostragem

O integrador é o algoritmo de renderização usado para calcular a iluminação. Cycles atualmente suporta integrador de traçado de caminho com amostragem de luz direta. Isso funciona bem para várias configurações de luz, mas não é adequado para cáustica e algumas outras situações complexas de iluminação.

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

Número de caminhos para traçar para cada pixel na renderização final. A medida que mais amostras são tomadas, a solução torna-se menos ruidosa e mais precisa.

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.

Redução de ruídos

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

Render

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.

Open Image Denoise

Uses Intel’s Open Image Denoise, an AI denoiser which runs on the CPU.

OptiX

Uses an artificial intelligence algorithm to remove noise from renders. It is based on the OptiX – NVIDIA acceleration engine and therefore has the same GPU requirements as rendering with Optix.

Porta de visão

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

Automático

Uses the faster available denoiser for 3D Viewport rendering (OptiX if available, otherwise OpenImageDenoise).

OpenImageDenoise

Uses Intel’s Open Image Denoise, an AI denoiser which runs on the CPU.

OptiX

Uses an artificial intelligence algorithm to remove noise from renders. It is based on the OptiX – NVIDIA acceleration engine and therefore has the same GPU requirements as rendering with Optix.

Start Sample

Sample to start denoising in the 3D Viewport.

Input 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.

None

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

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

None

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.

Rápida

Assumes the input passes are not noise free, yet does not apply prefiltering to the input passes. This option is faster than Accurate but produces a blurrier result.

Accurate

Prefilters the input passes before denoising to reduce noise. This option usually produces more detailed results than Fast with increased processing time.

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 component of surfaces.

Volume

Enable path guiding inside volumes.

Avançado

Semente

Valor de semente do integrador para obter diferentes padrões de ruído.

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.

Padrão

Random sampling pattern used by the integrator.

Progressive Multi-Jitter

Based on Progressive Multi-Jittered Sample Sequences. This is the default pattern and the only one that supports Scrambling Distance.

Sobol-Burley

Based on Practical Hash-based Owen Scrambling. An alternative pattern with the same quality as Progressive Multi-Jitter.

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

Note, these options are not applicable when using the Sobol-Burley sample pattern.

Automático

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

Porta de visão

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

Número mínimo de rebatimentos de luz para cada caminhos, depois do qual o integrador usa Roleta Russa para terminar caminhos que contribuem menos para a imagem. Definir um valor alto resulta em menos ruído, mas pode também aumentar o tempo de renderização consideravelmente. Para um número baixo de rebatimentos, é altamente recomendável definir esse valor igual ao número máximo de rebatimentos.

Min Transparent Bounces

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

Light Threshold

Termina probabilisticamente amostras de luz quando a contribuição de luz é menor que o valor desse ajuste (mais ruído mas renderização mais rápida). Zero desabilita o teste e nunca ignora luzes. Isso é útil porquê em cenas grandes com muitas fontes de luz, algumas podem contribuir com uma quantidade pequena na imagem final, e aumentar o tempo de renderização. Usando essa opção pode diminuir o tempo de renderização necessário para calcular os raios que no final têm efeito muito pequeno na imagem.

Amostras de camada

Quando camadas de renderização possuem número de amostras por camada definido, essa opção especifica como usá-las.

Use

As amostras das camadas de renderização irão sobrepor as definições de amostras da cena.

Envolto

Vincula as amostras das camadas de renderização às amostras da cena.

Ignorar

Ignora as definições de amostras por camada de renderização.