By Artistus - Sun Feb 11, 2018 12:05 pm
- Sun Feb 11, 2018 12:05 pm
#396539
Hi!
I have some ideas how to drastically improve Maxwell Render speed/quality experience.
I'd like to pass them to Maxwell Render developers.
Firstly regarding Multi-Level Extra Sampling.
I noticed that it would be very helpful in some cases to optimize rendering times and workflow using multiple Extra Sampling levels, if they were available in settings. For example, if the noise gets away quickly on some simple material surfaces or not needed background, there is basic SL applied for it, then for more complex situations (masked in custom alpha channels) - Extra Sampling 1 level, for even more noisy materials or objects - Extra Sampling 2 level and so on. It would be perfect to have about 5-7 Extra Sampling levels and to be able to add those levels by some "+" button in Settings within given range. I think having up to 5 possible Extra Sampling levels will cover needs of most users (if not all) of Maxwell Render.
Secondly regarding Adaptive Sampling and Area Denoising.
We all can see that Denoiser sometimes significantly reduces details in some cases even on highest possible settings. Especially there is an issue with transparent surfaces with refractions and even more if they are textured, have some subtle roughness maps or bump maps. I think, that it maybe could be very helpful to have Adaptive Sampling for cases where Denoiser or Extra Sampling is not worth effort. What if some algorithms from Denoiser are used to calculate noisiness of image areas gradually and create consistent virtual map of the noisiness, which was then used as a mask for Extra Sampling (or/and Denoiser)? Theoretically this could optimize the machine power to get images clear even with complex objects with caustics (and/or SSS) when other zones of the image lost the noise much earlier.
As well it would be helpful in some cases to add Deep Channel to be available to choose for Extra Sampling (level 1).
As for Area Denoising I mean using custom alphas for Denoiser to be done exclusively there. For example Denoiser could be applied on background and simple surfaces (through selected custom alpha), but on transparent objects with caustics, there are more samples calculated.
Thirdly about Combined Custom Alphas.
Here the name stands for it's meaning. You could combine few custom alphas in Combined Custom Alpha image: one calculated during rendering and a bitmap from pre-made image file, or Deep Channel (and noisiness map would be also cool if was available for combine).
Please, tell what do you think about these ideas?
And if there are some alternatives existing already in Maxwell Render, please let me know. I think it will be interesting also for others.
I have some ideas how to drastically improve Maxwell Render speed/quality experience.
I'd like to pass them to Maxwell Render developers.
Firstly regarding Multi-Level Extra Sampling.
I noticed that it would be very helpful in some cases to optimize rendering times and workflow using multiple Extra Sampling levels, if they were available in settings. For example, if the noise gets away quickly on some simple material surfaces or not needed background, there is basic SL applied for it, then for more complex situations (masked in custom alpha channels) - Extra Sampling 1 level, for even more noisy materials or objects - Extra Sampling 2 level and so on. It would be perfect to have about 5-7 Extra Sampling levels and to be able to add those levels by some "+" button in Settings within given range. I think having up to 5 possible Extra Sampling levels will cover needs of most users (if not all) of Maxwell Render.
Secondly regarding Adaptive Sampling and Area Denoising.
We all can see that Denoiser sometimes significantly reduces details in some cases even on highest possible settings. Especially there is an issue with transparent surfaces with refractions and even more if they are textured, have some subtle roughness maps or bump maps. I think, that it maybe could be very helpful to have Adaptive Sampling for cases where Denoiser or Extra Sampling is not worth effort. What if some algorithms from Denoiser are used to calculate noisiness of image areas gradually and create consistent virtual map of the noisiness, which was then used as a mask for Extra Sampling (or/and Denoiser)? Theoretically this could optimize the machine power to get images clear even with complex objects with caustics (and/or SSS) when other zones of the image lost the noise much earlier.
As well it would be helpful in some cases to add Deep Channel to be available to choose for Extra Sampling (level 1).
As for Area Denoising I mean using custom alphas for Denoiser to be done exclusively there. For example Denoiser could be applied on background and simple surfaces (through selected custom alpha), but on transparent objects with caustics, there are more samples calculated.
Thirdly about Combined Custom Alphas.
Here the name stands for it's meaning. You could combine few custom alphas in Combined Custom Alpha image: one calculated during rendering and a bitmap from pre-made image file, or Deep Channel (and noisiness map would be also cool if was available for combine).
Please, tell what do you think about these ideas?
And if there are some alternatives existing already in Maxwell Render, please let me know. I think it will be interesting also for others.
2x Xeon E5-2698 V4 ES, ASUS Z10PE-D8 WS, 128GB RAM, Geforce GTX960 4GB, Dell U2711.