3 ms·
> And what's up with the graininess of all of them? I am not a rendering expert either but IIRC "physical rendering" works by shooting photons across the scene
by hobofan 10y ago
> And what's up with the graininess of all of them?
I am not a rendering expert either but IIRC "physical rendering" works by shooting photons across the scene based on a random distribution, and in the end, the finished rendering is an average version of all photon passes. If you don't shoot enough photons, the averaged out version will be noisy because there will be some hotspots were significantly more photons hit, relative to the total photon count. More photons = longer rendering time, so the graininess is in the end probably caused by a time constraint enforced for each of the images.
- swerner 10y agoTypically, it's not using photons but the other way round, paths are started from the camera primarily. The noise stems from the simple fact that those renderers try to solve an infinte dimensional integral (all light reflected by all surfaces) with stochastic Monte Carlo methods, the most popular being path tracing. There are other methods (finite element radiosity for example) to simulate light transport that do not exhibit stochastic noise, but those have fallen out of favor.