Sampling ======== .. image:: /_static/screenshots/render_panels/sampling.JPG | .. image:: /_static/screenshots/render_panels/sampling_2.JPG | .. image:: /_static/screenshots/render_panels/sampling_3.JPG | - Sampler - Uniform: Every pixel is sampled the same number of times. - Adaptive: Sampling is based on whether or not a tile has reached a certain noise threshold. - Texture-Based: Sampling is weighted by a black and white image map that is overlaid on the render window. Black areas sample less, white areas sample more. - Passes The number of times the sampler will loop over all the pixels in the image. [#f1]_ [#f2]_ - Uniform Sampler - Samples: The number of samples taken per pixel per pass. - Adaptive Sampler - Batch Size: The number of pixel samples taken in between noise evaluations. - Max Samples: The total number of samples that can be taken per pixel per pass. - Noise Threshold: The level of noise that is acceptable in the final image. A pixel will render until it hits this limit or the max samples. - Uniform Samples: The number of uniform samples that are taken before adaptive sampling kicks in. This is necessary to ake sure fine details are captured in the image before noise evaluations start. - Texture-Based Sampler - Texture Path: This is the location of the texture that will be used to guide sample counts. - Min Samples: The number of samples taken for black areas of the guiding map. - Max Samples: The number of samples taken in white areas of the guide image. - Interactive Render - FPS: The maximum framerate of the interactive render session. - Max Samples: The number of samples taken before rendering halts in interactive mode. - Max Time in Seconds: The length of time the interactive render will run in seconds before pausing. - Tile Pattern - Pattern: The order in which tiles are selected during rendering. Pick anything other that random. - Tile Size: This is the size of the tiles that the image is broken into for rendering. - Pixel Filter: - Filter: This is the type of filter used for image reconstruction. - Filter Size: The size of the filter kernel. .. rubric:: Footnotes .. [#f1] Setting the passes higher than 1 and lowering the number of samples enables a featured called 'progressive rendering'. The image will appear in its entirety after one pass and noise will be subsequently reduced with each additional pass. .. [#f2] Progressive rendering is slower than single pass rendering, however it does have its advantages. If you are not certain how many samples will be needed to create a clean image, you can set the samples to a low number and the passes number to a higher one. When the image has reached an acceptable level of quality the render can be aborted.