View Full Version : New AA Method: Unified Sampling at 3dsmax2012
04-11-2011, 11:16 AM
it give a new Sampling Method at mental ray 3.9 / 3dsmax2012. Use unified Sampling to optimize ( DoF-, Motionblur-, Reflection-, Refraction-, Shadow-Samples) your Rendering Speed + Quality.
Look at my Blog: http://www.infinity-vision.de/blog/unified_sampling
04-13-2011, 07:36 AM
Nice tool man! Great to have these exposed.
04-13-2011, 09:03 AM
Very useful, Thorsten! I'm doing some tests to see what are the best settings to have the same rendering time as with standard AA (min 4; max 16), but to have better quality. Also I'm curious how this works in animation, especially on thin blades of grass and on glossy surfaces.
I think I found a possible bug though, when I change the quality setting, and press Quick Render, it renders the same as if I hadn't changed the setting. What I need to do in order for it to work is to Disable/Enable unified sampling after each change. (or maybe I am wrong, I'm on a laptop right now with a not so good screen)
Also, I'm curious about the upper part of the script (where you choose sampling type, and a time value). How does it work, and how does it compare to unified AA in your opinion?
One nice addition to the script would be to have the option of using the Legacy FG.
And finally, does the script work for network renders? (it would be nice if it did)
04-13-2011, 11:13 AM
Hi Rockin & Glacierise,
thank for the comments.
- i will look at the Bug.
- the upper Option is for Progressive Rendering
- I render most over 5000 Pixel. The AA is for this Resolution only min=1, max=16. For finisching i use unified Sampling min=1,max=100,quality=5, But you can test for other good settings.
- Sorry this Script work not in Network Rendering. A Network-Script give it for my clients.
For me it is good does Autodesk not included the new Functions, so i can make a little bit money. :cry: And i donīt know what Autodesk do. I think we must have the Functions at the normal GUI of 3dsmax.
Edit: I have update this Script and included "dynamic Filtering". mental ray is able to perform texture filtering dynamically in secondary effects like reflections and refractions. This is based on additional ray properties like solid angle which is propagated along the ray traced path. This feature is enabled in the scene options, and applies to all textures which have texture filtering enabled.
04-15-2011, 08:48 AM
I've been playing with the script to see how I could improve the AA in images. However, I'm not that interested in real motion blur and DOF (I do them in post-production). And while I tested the script to see the AA quality in glossy reflections, I got lower quality with unified sampling than the normal AA in the same time frame. Is that your experience also? I'll give dynamic filtering a go to see how it improves textures, thanks!
04-15-2011, 02:08 PM
the unified Sample is for me a Method to optimize all Sample-Typ at my Renderings. If your AA correct without unified Sample, donīt use it. But have you many Glossy Reflection/Refraction and many Area Shadows, can this Method help to produce a very nice result.
04-16-2011, 09:25 AM
Thank you for your insight. Maybe I need more time with it and more complex scenes to test this new AA method against :)
04-18-2011, 09:39 AM
here a little render summery:
look at my blog at the original resolution in 1920x2000 Pixel and for other Testrenderings.
04-19-2011, 06:21 PM
Great stuff, Thorsten. Thank you. Your blog is also awesome. I will be checking it out often!
04-26-2011, 09:06 AM
it give a Update build (20110426) with Render Presets (low/medium/high), progressive Rendertime in (hours/minutes/seconds), and BUG FREE!
05-05-2011, 02:29 AM
05-24-2011, 09:56 AM
it give a little update Build (20110523). I have added undersampling for "unified Sampling" and "progressive Rendering".
05-24-2011, 09:56 AM
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