Difference between revisions of "Render Configuration"

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LuxCoreRender offers the following samplers:
LuxCoreRender offers the following samplers:


* Sobol
* '''Sobol:''' Random sampler with an improved noise pattern. Supports adaptive sampling to spend more samples on noisy areas of the image.
* Metropolis
* '''Metropolis: ''' Sampler that spends more samples on bright areas of the image, thus rendering caustics much better than the other samplers. The main disadvantage, especially when rendering on the GPU, is the higher RAM usage than the other samplers.
* '''Random:''' Simple random sampler. Supports adaptive sampling to spend more samples on noisy areas of the image.


= Light strategy =
= Light strategy =

Revision as of 13:17, 16 April 2018

Engines

The choice of engine decides how lights are traced in the scene.
LuxCoreRender offers the following engines (integrators):

  • Path (CPU/OpenCL)
  • Tiled Path (CPU/OpenCL)
  • Bidir (CPU only)

Samplers

The sampler decides how points on the film are chosen (in which area to fire more/less light rays).
LuxCoreRender offers the following samplers:

  • Sobol: Random sampler with an improved noise pattern. Supports adaptive sampling to spend more samples on noisy areas of the image.
  • Metropolis: Sampler that spends more samples on bright areas of the image, thus rendering caustics much better than the other samplers. The main disadvantage, especially when rendering on the GPU, is the higher RAM usage than the other samplers.
  • Random: Simple random sampler. Supports adaptive sampling to spend more samples on noisy areas of the image.

Light strategy

The light strategy controls how much processing power is spent on each light in the scene.
All lights in the scene can be sampled with the same probability (uniform light strategy), but if some light sources are much brighter than others, the image will be more noisy because a lot of processing power is spent on weak lights that are not contributing much to the lighting.
The solution to this problem are the power and log power light strategies. They dedicate more processing power to lights that are brighter.

The following light strategies are available:

  • Uniform
  • Power
  • Log Power (default)

The sampling probability of a light can also be influenced with the importance setting of the light source:

Importance: How much processing power to spend on this light source compared to other light sources. Used to scale the light importance computed by the light strategy. For instance, if you set a uniform light strategy, a light with a user importance of 2.0 will be sampled 2 times more often than one with 1.0. If you use a power light strategy, the user importance will be multiplied by the light power.