General GPU/testing discussion from benchmark thread
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Iray has a setting for how many times a light can bounce. The default is -1, which is the software's value for infinity. Because the default is infinite, this is why you can sometimes create a scene that seems to take forever to converge as the light just keeps bouncing around. You can reduce this setting for faster renders, but dropping too low will obviously cause problems, especially with transparent materials.
Each individual light also has multiple settings that effect the length of the ray being cast, and even how the ray diffuses over distance. You'll find these in the light's parameters tab.
Everything is based on mathematical equations. Light does not bounce randomly. If it did, we would not be able to simulate it with any accuracy. The reason that light might appear to bounce randomly is because of tiny imperfections in the surface the light strikes. Every piece of matter in existence is simply a glob of other smaller particles, going down to the molecular level. Even the most shiny and smooth surface you can see is not as perfectly smooth as you think it is.
That's where things like sub surface scattering come into play, these material settings attempt to replicate how light scatters when it strikes a surface. Make no mistake here, it is not random.
The famous noise seen in Iray is not because of random number games. There are several things that cause it, from your quality setting to white balance and tone.
There's a terminology difference in Iray. In Iray the sample parameter is the number of iteration. If you turn it down to 1 you've just got the result of one render pass
The sample parameter doesn't control the number of bounce. You have the "Max path lenght" for that.
There is no way to know how many rays were shot unless you have a log from Iray because it depends on the scene geometry and shaders and you can't predict the number of bounce of each path. You can only know for camera rays. If that's what you call initial rays, your estimation is a bit too high
According to some people Iray always calculate every pixels even if they have converged because Iray programmers thought it was better to conform to some benchmarking rules
It's just for the denoiser. Not in DS for the moment. It's certainly the attempt to get a quality criteria that would be similar to SSIM for videos
Of course it does. Law of energy conservation is fundamental to PBR rendering. Just .look at Iray Uber for ex Glossy color effect. You can set it to scatter only, scatter transmit or scatter transmit intensity.
If you do a google search with the terms PBR energy conservation + the engine of your choice you'll get more or less the same explanation
Iray is a bidirectionnal pathtracer. You initially shoot rays from the camera but you also shoot light rays from light sources.
So that you come to the right conclusion by yourself and stop with your definition that you try to arrange to conform to your need. An iteration is just a calculation loop. See my post above for an additionnal hint
And as I said I have little interrest in continuing the subject.
Uninterresting since the initial point was the useability of convergence ratio as a control value as some other suggested. There were no point raised about "true convergence" whatever that would mean and I find that pretty much meaningless. Does calculating 1.0840011e+18 time the color of a white pixel make it a true white pixel or will it make it more white than white (choose your color) ?
Since you want to stick to iteration as control value in your bench this discussion has no meaning too
Since these topics do not appear to lend themselves tio civil discussion the thread is locked.