Hello Isotropix and fans!
I have a question about adaptive sampling - just trying to ensure I understand what's actually happening.
This is what I believe is correct, please tell me if any of this is wrong :
When you use adaptive anti aliasing, by default it is applying 1 material sample and 1 light sample per aa sample, regardless of what your material samples are set to. So if I have a variance of .005, and min/max samples of 32/512 it will use 1 material sample and 1 light sample combined with 1 aa sample, between 32 and 512 times until it either hits that .005 target variance or runs out of attempts (512)
Shading oversampling changes this. With shading oversampling at 0%, it behaves like outlined above. At 100%, it actually takes your material / light samples into account and applies them PER aa sample. So then, if I have 16 material samples, all with material mults of 1x, then I am going to get 16 material samples of each lobe, per aa sample, until the variance is reached or the 512 max aa samples is reached (which will take a lot longer because now I've effectively increased the number of material rays by 1600%?)
My question, then, assuming this is correct - does it make sense to leave material samples at 1, shader oversampling at 100% ... so you still get 1 material sample per aa sample per lobe ... and then use the multiplier to specifically target lobes that are noisier?
So if I'm rendering a candle and metal holder, it would be much more efficient to do the above approach - Shader Oversampling 100%, 1 mat sample, and then to increase the material multipliers for lobes I see noise in. Perhaps 4x SSS for the wax, 2x Glossy reflection for the rough reflections, 0x rough transmission and volume samples as there shouldn't be a need, etc? That makes the best use of tracing resources?
Looking to understand this better, any input is appreciated!