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Quality - Sampling and Filtering

Shading Samples


Pixel Samples

Specifies in how many sub-samples each pixel will be subdivided. A draft quality setting for this parameter is 16; a high quality setting could be 64. Higher values might be needed when rendering large motion blur or depth of field. The default value is 9. 

Pixel Filter

Specifies the type of the filter to use to re-sample the sub-samples. It should be noted that there is no additional performance cost for using more “complicated” filters instead of simpler ones (such as the ‘box’ filter). The default filter is ‘sinc’.

Available values are:

filter kernel

notes

boxseparable, scaled box filter, generally loses quality at higher filter width

triangle

 
catmull-romseparable, clamped filter. common in production work
mitchellseparable, scaled filter, requires a filter width of at least 4
blackman-harris
besselseparable, clamped filter.
sinc (default)separable, clamped filter. Common in production work, requires a filter width of at least 4
gaussiangenerally provides a blurred look, and progressively loses quality at higher filter width

 

Filter Width

Specifies the width of the filter in pixels. A larger the value implies a slightly slower filtering process. Note that enlarging some filters, such as the ‘gaussian’ or ‘box’ will blur the result and not increase the quality. Also, some filters do not work well with small width values. This is the case of the default ‘sinc’ filter for which it is not suggested to specify values less than 4, which is the default value. 

Motion Samples

Specifies the number of times the transformation and the geometry of the objects are sampled during the exposure time. In order to get some motion blur, the number of samples should be set to at least 2 samples. Non-linear motion paths may require more than 2 samples to blur correctly.

Quality : Maximum Ray Trace Depths

Diffuse

Specular

Reflection

Refraction

Hair

Specifies the maximum number of bounces a ray of the specified type may reach. Note that hair are akin to volumetric primitives and might need elevated ray depth to properly capture the illumination. 




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