![]() ![]() Disabling the global option enable_microfacet_multiscatter will restore the previous look. Unfortunately there is a slight increase in noise on account of the more difficult sampling when including the multiple scattering component. The reflection from rough metals in particular will be significantly brighter and more saturated as a result. Microfacet multiple scattering: The GGX microfacet BSDF used in the standard_surface shader has been improved to account for multiple scattering between the microfacets, which is more physically correct and reduces energy loss on reflection, especially at higher roughness settings. These attributes are left to 0 by default, thus not changing the default behaviour of the non-visible lights. Visible lights: The quad_light, disk_light, cylinder_light and point_light now have a camera and a transmission attribute, allowing these lights to become visible to camera and transmission rays. Note that skydome samples need to be lowered to 70% or less from their original value (3 instead of 4) to roughly keep the number of shadow rays and associated cost the same. For the same number of shadow rays cast, the new sampler has just a small ~2% performance overhead. Even for more uniformly colored skydomes, the improved sampler will waste fewer samples in directions that are below the hemisphere, allowing for lower skydome light sample rates to be used which should give a noticeable speedup. ![]() Therefore bright areas in the skydome are less likely to "steal" samples when they are below the normal. Improved skydome sampling: Arnold now takes into account the normal of the shading point when importance sampling the skydome. In addition, the adaptive sampling criterion windowing that was previously available only in progressive rendering mode is now also available in non-progressive mode, resulting in higher quality sampling, with fewer sampling "holes". With the new metric, pixels are being dropped gradually in a smoother and much more predictable manner, resulting much lower render times for identical noise levels. Improved adaptive sampling: Adaptive sampling now uses a more effective criterion. We plan to gradually improve this in subsequent releases and would appreciate your feedback. Note that due to beta status of GPU rendering, a number of features are missing, performance is not final, and use in production is not advised. NVIDIA® GPUs from Turing to Maxwell architectures are supported, and Arnold will take advantage of multiple GPUs, NVLink and NVIDIA RTX hardware accelerated raytracing if available. GPU rendering (BETA): You can now switch between CPU and GPU render devices interactively and expect visually similar results. Help "The VEX variable (global or output parameter)"Ĭallback "opparm. "indirect_samples" "Indirect ray samples" \ĭisablewhen "" "indirect_shadow" "Indirect shadow matte" \ "indirect_noshadow" "Indirect unshadowed" \ "indirect_emission" "Indirect emission" \ "direct_reflectivity" "Direct reflectivity" \ ![]() "Opacity_Samples" "Diagnostic: Opacity Samples" \ "Shading_Samples" "Diagnostic: Shading Samples" \ "Render_Time" "Diagnostic: Render Time" \ "minmax idcover" "Object With Most Pixel Coverage (no filtering)" \ "minmax ocover" "Object With Most Pixel Coverage" \ "minmax edge" "Disable Edge Antialiasing" \ "minmax max" "Farthest Sample Filtering" \ "minmax min" "Closest Sample Filtering" \ Attribution: There is no requirement to attribute the author. This document is under CC-3.0 Attribution-Share Alike 3.0
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