Hi, Being a non-programmer and lacking understanding of blenders render architecture, I'm not sure if this is a stupid question. But how much work would it take to implement interleaved sampling in blenders internal renderer for Motion Blur and Depth of field? http://www.cs.ubc.ca/labs/imager/tr/2001/keller2001a/
Blender has raytraced area light shadows and glossy reflections after all, and a similar approach must have been made in this area. If this is indeed a mammoth task and there isn't enough time to implement this, how about another approach to optimize the multi-sample motion blur and multi-sample DOF already present in blender 2.4x? For example to in Project Messiah, their internal renderer (it shares the same roots as Arnold from Sony), when you render motion blur, the raytrace samples are divided by the amount of passes, so that each "sub-frame" rendered is extremely noisy, but merged together produces noise free results. It's still a multi-sample "render-the-whole-scene x amount of times" but alot smarter than blenders approach, when you can keep the amount of samples in each subframe to a minimum to reduce total rendertime without sacrificing quality. So you can increase the amount of passes to reduce the common strobing effects of multipass motion blur. In blender, the noise pattern remains identical for each subframe, so reducing the amount of samples in ambient occlusion or raytraced shadows to take advantage of multi-pass rendering didn't really give an advantage like in Project Messiah. Of coarse interleaved sampling would still be ideal since strobing is completely eliminated and the only artifact you have to take care of is noise, so you only need to increase the pixel samples. Thanks _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
