

64-128 samples are often sufficient to get clean results. The stronger the AO effect is (based on distance, spread, etc.) the more samples it needs. The AO feature of the architectural shader also has a “num samples” parameter. To improve noise on ambient occlusion, you need to increase the “num samples” of the AO shader node, per-material. Generally speaking, lights producing large shadow penumbras might need 128-256 samples or even more. In this case, it also needs more samples. But size is not the only concern: a light might be small but casting long, soft shadows. Typically, the larger the area light, the more samples it will need to produce clean shadows. To improve noise on individual lights, you need to increase the “num samples” area lighting parameters of the light responsible for the noise. It doesn’t cover noise of point-based techniques such as SSS, caustics, irradiance cache or irradiance point cloud.Īny computer graphics effect that requires the shooting of multiple rays (‘samples’) is prone to noise. Noted that this document deals with ‘final rendering’ noise. Even worse, sometimes users may increase the ‘num samples’ of the wrong effect which can make rendering longer while not providing any visual benefit.įor this reason, it’s important to understand the different possible types of noise that exist in Redshift and know which settings to tweak to produce clean results. However, that level of control is also a weakness because the artist has to spend time tweaking the ‘num samples’ settings. For this reason, proper adjustment of the various ‘num samples’ parameters can produce cleaner results in less time than on renderers that don’t allow that level of control. It’s a strength because the human eye is much better at determining if a particular object/material/light is more visually important and can afford more computational effort (more samples) to get it to look clean. This level of control is both a strength and weakness of biased rendering. As we all know, “ Biased” renderers allow users to specify the quality (‘num samples’) of effects such as glossy reflections, brute-force GI, AO and so on.
