![octane render modo octane render modo](https://help.lightmap.co.uk/hdrlightstudio5/images/modo_t2_octane_06.png)
It'll just keep refining and refining the image, long after the point where it won't make a difference to your eye. The problem is, if you don't change it before you go to render to the Picture Viewer, it's going to render all 16,000 of those samples when a couple hundred would have sufficed. I think (?) the idea here is that that you can watch the number of samples rack up in the Live Viewer, and decide where to stop it when it looks good enough. For general purpose use, you're rarely going to need that many, and it makes things super slow.
![octane render modo octane render modo](https://irendering.net/wp-content/uploads/2021/07/Powerful-High-speed-cloud-rendering-service-for-Modo-with-Vray-render.jpg)
The default number of maximum samples is 16,000. Point is, don't get hung up on the number - it's only relative to the specific scene you're working on. 256 samples in this complex scene would take longer overall to render than 8192 samples in the simple one. If you have a large scene with a lot of glass with scattering or dispersion, and complex lighting, you're probably looking at several thousand samples, each one taking several seconds by itself to calculate. Similarly, if you have a few objects with simple materials being lit just by an HDRI, you may be able to get away with even 4 or 16 samples and it'll look good, and it might only take a few seconds. If she's looking down on Shibuya crossing at night in the rain, it's going to take a minute to get it looking realistic.
![octane render modo octane render modo](https://hdrmaps.com/wp-content/uploads/blog-old/Octane_hdri_tutorial_simple_environment.jpg)
Going back to our pencil drawing, if the artist is drawing a simple box in an evenly-lit room, she probably won't need to spend too much time on each pass, or go over it too many times before it looks great. The number of samples needed is entirely based on how many and what kinds of calculations you are asking your GPU to do, and your personal tolerance for noise. Don't worry about it as much if you're doing a still - just get in the ballpark and probably overshoot on the samples, because another it would have taken another minute of tweaking to save 10 seconds of render time, and that's just not worth it. Spend more time refining if you have an animation - every second you knock off is multiplied by the number of frames you have to render. Refine and Finish: Slowly bring the samples up (or down if the denoiser and/or upsampler is doing a bang-up job) until you find a balance of image quality and speed you're happy with. Also start to put in Post effects if needed like Bloom/Glare.Ħ. It may or may not help depending on your scene. Cheat with AI:Try the Denoiser and/or upsampler - make sure you have enough samples to create enough data for them to work properly. Tweak: If there are weird artifact issues that aren't being resolved, check the Other Tweaky Settings section of this doc to see if there are specific settings to adjust.ĥ. At this point your image should look like what you want while still rendering in a reasonable amount of time, but it may still be noisy.Ĥ. Use the render region in specific areas if your scene is complex and you want to investigate the effects of the settings on just one area. Raise the samples a little to get a better idea of what the scene looks like, lower the depth bounces until it starts to affect the reflections/refractions/sss, adjust the GI clamp (see if you can get away with 1 or 2). Rough Pass: Once the scene is pretty much in place and you know what kind of lighting and materials you have going, adjust the kernel settings. Build: Put your scene together - keep the Live Viewer off for the most part, unpausing it every now and again to see what you're doing.ģ. Low samples (128 or 256), high depth bounces (16/16/8), low GI clamp (16), no fancy post-production stuff like denoiser yet, everything else at default.Ģ.