About Branched Path Tracing, I'm using the Arnold Renderer theory without Square Samples as many forums said, but seems Cycles goes different.
I have better times/results with higher AA Samples value and less Light Sample value than AASamples < LightSamples. To explain it better:
AA = 128 & SS = 1 better than AA = 8 & SS = 16
And for example, with AA=64 & SS=1 is faster and with better results. And I can use my GPU 1070... Following maths I don't understand well what's happening, are there any explanation about this?
And one last thing, Path Tracing has different results. SS Indirect is different between Path Tracing and Branch Path Tracing... Anyone knows why?
Thanks in advance
About Arnold Renderer theory, I want to explain that:
AA Samples are for aliasing and multiply every other light component sampling. If you want less noise on glossy component you only have to increase these glossy samples, not others. It contributes to maintain render times under control.
But what I've found on Cycles is that this theory is not real. It makes increase render times and indirect light change on a non-physical way.
In Cycles is not the same:
AA= 8 * Diffuse= 8 == 64 VS AA= 64 * Diffuse= 1 == 64
You won't have the same results, times, etc... Seems the second way is the correct one for Cycles nowadays...
Thank you so much for your far explanation. This is what I read and understand about "Arnold theory" or this kind of engines. I understand that AA Sample is a multiplier for every kind of ray on the scene, like diffuse, glossy... And at the same time which define super-sampling/over-sampling. Following this idea, the best way to take control and lower rendertimes is to set low AA value and increase any ray as we need. And here is the BUT... When I follow this steps I have unwanted results:
And here is the BUT... When I follow this steps I have unwanted results: - I have higher rendertimes for the same results - Appear another kind of noise with green, red, blue pixels I can't clean with more samples. - If I push up diffuse samples, the indirect power increase and give me unphysical results
All these makes me think Cycles need core development to fix it, because if I increase only AA samples and other rays at 1 everything goes perfect: less noise, faster, no errors. And I can use my GPU (970 and 1070)
Is this an error? Am I losing something?
I hope I have explained better. Thanks to every contribution