Adding a blur pass requires that we no longer blend the reflection sample directly but rather store the calculated alpha in the output pixel. Sending the raw reflection sample and calculated alpha through to the blur enables blurring of the alpha value, nicely softening the edges of reflected geometry. Once the two separable passes of the blur are complete a final simple shader blends the blurred sample with the original frame buffer sample using the (now blurred) alpha value we calculated in the ray trace pass.
The diffuse reflection sample interface (Figures 9 and
To ensure that you have completed the writing process flawlessly feel free to use a self- reflective essay sample, which will serve as a guide to you.
Annotated student reflection sample: Faculty of Business
Rather than taking a single reflection sample for fully glossy surfaces, blurry raytracing works by blending multiple samples, distributed in a cone shape around the outward ray direction. The more samples that are taken, the smoother looking the result will be, at the expense of extra render time.
Annotated student reflection sample: Faculty of Health (Psychology)
In this tutorial I will focuse on giving you the basic technical background of DMC sampler, but before we go into any technical details about DMC sampler, we will go over alternative sampler integrated in VRay, Adaptive Subdivision sampler. I won't be mentioning fixed sampler technique since it's pretty straight forward and in case you don't know how Fixed sampler works, it will be easy to figure out from gained knowledge. Adaptive Subdivision sampling is a technique used in almost every other biased render engine on market. It's relatively old technique and behaves very good in most of the cases. It will give you clean and well sampled image, it's perfect for rendering still images, but compared to DMC sampler it usually oversamples image in places where you can make it even with lower number of glossy reflection samples (for example). As I said, subdivision sampler can be found in most of the competitive biased render engines but it seams to me like some of these engines, based on positive user experience from VRay, are jumping on board and delivering some similar sampling algorithms like DMC. There is one render, that I know, that is using similar technique to DMC and both renders are more and more being used in high end production environments for this reason ... DMC is by far the best raytracing based technique to get in camera depth of field and 3D motion blur with reasonable render times.The reason why this is useful is that in the scenes with 3D DOF, Motion Blur, a lot of glossy reflections etc... Vray will try to cast minimum number of samples needed to get a clean result. In these kinds of situations it's best to keep DMC values really high... and if needed, you can always go into the scene materials and tweak those individually where needed. Usually, when object is in motion and is blurred you don't need to cast so many reflection samples in its material because everything is gonna be smeared in the end. Subdivision sampler doesn't know this and will try to cast high number of samples for every eye sample, even if that glossy reflection color doesn't play big influence in final result. Next example is one simple case where I used Adaptive subdivision sampler and DMC sampler and you can clearly see how DMC sampler outperforms Adaptive Subdivision.