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The Subdivs parameter controls the number
of rays that are shot into the scene, and the "noise" quality of the light
cache samples.
Here is a scene rendered with different settings for the
Subdivs parameter, all other settings are the
same.
As we add more samples, the noise is reduced, but the render times
increase. When the Subdivs parameter is increased twice, the light cache
takes approximately 4 times as long to calculate.
Subdivs = 500
Subdivs =
1000
Subdivs =
2000
Example 2: The Sample size parameter
The Sample size parameter controls the
size of the individual light cache samples. Smaller values produce a more
detailed lighting solution, but are noisier and take more RAM. Larger values
produce less detail, but take less RAM and may be faster to calculate.
Here is a scene rendered with different values for the
Sample size parameter. All other values are
the same.
Note the light leak from the wall on the right in the last image - this
is because samples from the other side of the wall are quite large (because
of the ScreenScale)
and end up being used on the side facing the camera (compare this with the
WorldScale in
Example 3).
Note the difference in the noise level between the samples.
Sample size =
0.01
Sample size =
0.02
Sample size =
0.04
Example 3: The Scale parameter
The Scale parameter determines whether the Sample
size and Filter size parameters are in
screen space, or world space.
In the table below, the Screen scale was used,
and the scene was rendered with different image and world sizes. The
Sample size was constant for all images - the
default 0.02.
As you can see, we always get the same number of light cache samples for
all cases, regardless of resolution or scene size - in fact, when scaled to
the same size, the images look identical. This is why the
ScreenScale is
applicable to the large variety of scenes.
Resolution 250x300
Scene scaled down to 50%
Normal scene
Scene scaled up to 200%
Resolution 500x600
Scene scaled down to 50%
Normal scene
Scene scaled up to 200%
Resolution 1000x1200
Scene scaled down to 50%
Normal scene
Scene scaled up to 200%
In the table below, the WorldScale mode was used. Again, the scene is
rendered at three different resolutions and scales, but with the same light
cache parameters. The sample size was set to be 1/5th of the sphere radius
in the scene at normal scale.
You can notice that the number of samples again does not depend on the
image resolution, but it does depend on the scene size.
Also notice how the samples near the camera appear larger because of the
perspective - in difference from the ScreenScale mode which compensates for this effect
and tries to make the samples with more or less equal size on the image.
Another thing to note is that we don't get light leaks (compare with
Example 2), even when the samples are relatively large -
this is because the World
Scale forces a uniform sample size on both sides of the right wall.
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