Reading Notes
What is Sampling
- Producing realistic looking scenes require lighting and camera work
- Sampling means to collect information from the geometry, lighting, and shader which then which then creates light transport paths that connects it to the pixel through the light sources
- Quality of the pixel depends on how many paths it has
- Arnold sends out numerous amount of rays at a scene to determine things like color of the pixel
- Increasing the number of samples result in less noise
- The camera value controls the pixel sampling rate
- It is important to identify the source of the noise so that those specific rays are increased
- Light sampling is using rays to that deal with light
- It is more difficult to identify the source of noise for light especially if the light is large
- Noise from direct light sources appear in specular highlights and in soft shadows
- Indirect diffuse rays interact with objects and their shaders
- Direct diffuse rays are random
- When dealing with specular rays, turning the specular depth and the diffuse depth to zero can isolate the noise
- Sampling volumes takes longer to do than surfaces
- Ray marching, direct and indirect lighting is important to consider when dealing with volume
- Step size can determine how volume is rendered
- Low step size increases render time
- If increasing sample doesn't work then reducing step size is an option
Understanding Physically based rendering in Arnold
- Understanding physical laws of materials can help in simplifying shading and lighting
- How photons interact with the object determines the material it will be
- A material is energy conserving if it has less or equal the amount of photons leaving the surface compared to coming in
- The weight and color of the material should not exceed 1
- If the photons scatter more there is a softer render of the scene, if it scatters less then it is harder and when the photons go through the object then is will look more thin
- Color is determined by what color wavelength is scattered back
- Low roughness mean that it has less variation as well as more sharp reflection
- IOR stands for the index of refraction
- The underlying diffuse interior will be visible the more refractive the specular layer is
- The Fresnel effect is how photons are reflected or refracted based on the view
- Opacity can determine where photons can pass straight through
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