![]() The more samples you allow, the longer the render "bakes" to calculate a smoother result, especially in the shadow and greyscale gradients.ģ) Use the HUD in the real time window (press H) to see a realtime readout of how many samples are being used to get the image quality you are looking at. Most have found that Max Samples is the way to go, start at 128 and go up from there until you find a setting that eliminates the noise you are looking at. Just describes the density of pixels when pulling your image in an editor in preparation for printing.Ģ) In your render settings window, There are 3 options for decided how to render your image, Max Time, Max Samples and Custom Control. I set samples to 128 but in fact it was rendering way higher samples number - sorry, that I cant say more.1) dpi doesn't have anything to do with quality or amount of grain in your final render. I suspect that this bug was quite simple. The slow CPU rendering was only in rendering dialog. I cant recreate this CPU rendering issue that I mentioned before. One click, and whole scene went way faster without such alterations. Yes, I know that such differences may occur, but on promo materials it looked way better. I know that I may look crazy, but there is a little difference in bottle color as well. The fact that IOR looks different in this two image makes the whole thing worse. In this case scenario gpu looks just useless. Also, I`m attaching another comparision of how it looks with 32 CPU samples and 1500 GPU samples. I have this issue on almost every scene with glass and water materials. What I`m saying is that in this case it looks like a bug, that engine cant smooth plain reflections even with high number of samples. I get that samples in cpu and in gpu modes are not the same thing. Trust that we are working hard to fix many of the initial issues that are found in GPU rendering in the 9.1 release. Is the slowdown also in the view-port, or is this "limited" to rendering through the rendering dialog? We will try and replicate the slow scene rendering - this is not something we have seen before. You could perhaps drag the material to a simpler geometry that can be shared? So if you have materials that look different in color intensity or refraction please share them with us - or indicate which material type and texture setup. ![]() It has been our goal that GPU and CPU produce the same appearance given enough time to converge. In many cases though, you get an almost magic fix for hard to remove noise. Given more samples it should converge to the right result though. There are definitely situations where denoise does not produce a nice image, especially for very low sample count or high noise - that is why it can be turned on or off as an image style. I'm considering giving the sample count on the GPU a different name. Even with an equal-time comparison there are definitely situations where the CPU "wins" and vice versa. GPU and CPU sample count cannot be compared. The image look awful with this option turned on. Turning denoise on GPU makes thing only worse. Not to mention that there is difference in refraction between CPU and GPU and some color differences. Unfortunately I cant attach this scene, as it is under NDA. Restarting KS, computer didnt helped at all. When I hit render button preparation of the scene takes about minute or longer (it definetely should take about few seconds) and rendering is super slow. ![]() But when I unclick GPU button and returned to CPU rendering, my scene started to render very very slow. I switched for GPU and found all this noise. When I set it up I rendered it using CPU - just for testing results. What's worse I hit another bug rendering this scene. The result is I have to stay with CPU rendering. When I switch to GPU I cant clean it until 1500-2000. When rendering on CPU I have clean image with 80-100 samples. This time I have some strange issues with noise on glass reflections. It had to be better, but I come from one bug to another. ![]() Sorry to say that, but I`m slowly starting to regret that I upgraded to KS9.
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