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Hi all,
Going through the AtSampler documentation, it's unclear how many samples I should be requesting during init.
My use case is that I need to get one random number per sample (create_camera_ray) call. Does this mean I should be requesting one, then during my evaluate loop calling
AtSamplerIterator* AiSamplerIterator(const AtSampler * sampler, const AtShaderGlobals * sg)
in order to have it grab a fresh sample? Or would this end up with the same sample being used across all rays?
If so, I'm not sure how I should be determining the correct number to request? Is this scoped at a render bucket, so I need to know bucket size (including neighboring pixels for filtering) and the number of samples per pixel?
The higher level question is just what's the proper way to generate a random number per camera ray sample in Arnold?
Cheers,
Alan.
Solved! Go to Solution.