Timeline for Can I get a new random number per ray in the node editor?
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
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Jul 12, 2015 at 18:04 | comment | added | Daniil Romanov | It's not about animation only, with this driver you will get new random number absolutely for every render launch even for same frame number. But unfortunately this driver don't work with material nodes. | |
Jul 12, 2015 at 16:42 | comment | added | PGmath | BTW, as of 2.75 you don't need to randomize the seed with a driver, there is a button to pick a new seed per frame. But this doesn't apply to my question as I am not rendering an animation | |
Jul 12, 2015 at 16:38 | comment | added | PGmath | But, according to my understanding of what you are saying, within a single render of a single frame the same spot on a mesh will always have the same number. The point of my question is to get a new number each time the same spot on the mesh is sampled within a single render. | |
Jul 12, 2015 at 14:17 | comment | added | Daniil Romanov | Of course. When you put on surface very fine-grain noise, then every ray will get own random value, combine it with that random-seed driver and all rays became more random every time you render even same single frame. | |
Jul 12, 2015 at 13:38 | comment | added | PGmath | BTW, A sample is where cycles shoots a ray from the camera at a pixel and it bounces through the scene to determine what color that pixel should be. | |
Jul 12, 2015 at 13:36 | comment | added | PGmath | I'm not quite sure what you mean, but I think I mostly get it. But I'm not really interested in frames/animation, what I am looking for is something that will give me a new number every time a surface is sampled, within a frame. | |
Jul 11, 2015 at 20:51 | comment | added | Daniil Romanov | Ok, I understand. I mean, you have to gather many possible input factors where at least some can change between frames, inside pixel, etc, to get high enough enthropy for one noise texture with pretty big scale, so every ray will meet new value. Also I forget about one more thing: make seed driver-controlled and put random function there to get random rays for every frame and even render launch link. BTW: I tried to use this driver in shader - didn't work. | |
Jul 11, 2015 at 20:37 | comment | added | PGmath | I don't think this will work, I need a new random number per sample, i.e. every time the surface is sampled a new number is generated. | |
Jul 11, 2015 at 19:48 | history | undeleted | Daniil Romanov | ||
Jul 11, 2015 at 19:48 | history | edited | Daniil Romanov | CC BY-SA 3.0 |
re-thinked, improved
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Jul 11, 2015 at 8:20 | history | deleted | Daniil Romanov | via Vote | |
Jul 11, 2015 at 8:20 | history | answered | Daniil Romanov | CC BY-SA 3.0 |