Useful C4D Descriptions
Beckman - very common type of reflection model
GGX - reflection model for brushed metal type materials
Dialectric - type of Fresnel model used in plastics
Conductor - type of Fresnel model used in metals
In C4D Physical Renderer (for Global Illumination), Quasi-Monte Carlo is what other renderers consider "brute force" (most accurate)
Irradiance Cache is not as accurate as QMC (Quasi-Monte Carlo) but it'll render faster.
PHYSICAL RENDER SETTINGS (rule of thumb)
SAMPLER
fixed - applies same sampling (computing) to every pixel (not too useful)
adaptive - smarter way of sampling based on scene complexity (best)
progressive - sampling done in "passes" where; passes are progressively "better" (good for previewing)
Sampling Subdivisions - 2
Shading Subdivisions (min) - 0
Shading Subdivisions (max) - 3
Shading Error Threshold - 3% (smaller is better, but slower)
You could set your Sampling Quality to "Automatic" where you control subdivisions with just the Threshold value and see how high of a value you can get away with. (higher value is faster) If later you need more sampling for, say, Ambient Occlusion, you then add that specifically.
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