I have rendered a Mantra scene where i felt i had to push samples higher than needed,
but first here ‘s the render / it’s a test for volume with vel added from a solid and particles.
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Ok,
My problem was that i had to cranck up the samples on the entire scene just for the cyclorama to look noisefree,
and i would like to know how to resolve this the more efficient way possible.
i think possibly (but there might be other ways)
By :
a ) Upsampling on a per object basis : the cyc only : but i don't know how to have a per object samples override ?
i'd like to have a control over diff, refl, quality.
Is it done in object param : left clic : Edit Rendering Parameter / MANTRA ?
If so, the list is long, so how to know more about using those features ? (just did not read enough infos in the doc about that)
b ) by telling this object to receive only a less computational GI algo may be ?
like only primary rays or something ?
am i thinking correctly ?
what would be the process to optimise rendertime
when you have a large surface of your image that need a lot computation but don't add much to the final look ?
(appart from making it only diffuse or no blurry reflection).
> thank you !
and if i may ask : we need another masterclass about Mantra, i've just been watching everything from 2015 today,
and i'm still starving, may be forget about the 1h30 limit and give us something really big ! that would be awesome.
++
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