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	<id>https://www.planetside.co.uk/wiki/index.php?action=history&amp;feed=atom&amp;title=Rendering_Optimization_Guide</id>
	<title>Rendering Optimization Guide - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.planetside.co.uk/wiki/index.php?action=history&amp;feed=atom&amp;title=Rendering_Optimization_Guide"/>
	<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;action=history"/>
	<updated>2026-04-16T19:14:05Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12795&amp;oldid=prev</id>
		<title>JavaJones: /* Reduce Samples for Soft Shadows */</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12795&amp;oldid=prev"/>
		<updated>2020-02-19T19:23:55Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Reduce Samples for Soft Shadows&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 19:23, 19 February 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l41&quot; &gt;Line 41:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 41:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Reduce Samples for Soft Shadows ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Reduce Samples for Soft Shadows ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As noted, Defer All Shading results in higher quality surface shading, and this includes Soft Shadows on the terrain as well. So you can use fewer samples for Soft Shadows while still avoiding noise. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Try &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;value of 2 when &lt;/del&gt;Defer All Shading is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;enabled, rather than the default of 9&lt;/del&gt;. You can test this with a crop render using Defer All Shading vs non-deferred shading to ensure it is working well.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As noted, Defer All Shading results in higher quality surface shading, and this includes Soft Shadows on the terrain as well. So you can use fewer samples for Soft Shadows while still avoiding noise. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Beginning in Terragen 4.4 the default soft shadow value is 4, which is &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;good starting place even for prior versions where &lt;/ins&gt;Defer All Shading is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;available&lt;/ins&gt;. You can test this with a crop render using Defer All Shading vs non-deferred shading to ensure it is working well.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Path Tracing =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Path Tracing =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>JavaJones</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12794&amp;oldid=prev</id>
		<title>JavaJones: /* Adaptive Sampling */</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12794&amp;oldid=prev"/>
		<updated>2020-02-19T19:22:50Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Adaptive Sampling&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 19:22, 19 February 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l29&quot; &gt;Line 29:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 29:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If noise is a problem in your image, generally speaking you will want to start by increase the main AA value if it is not already at 6 or above, before adjusting the PNT. In many cases the default PNT will work fairly well, however as the AA level rises you may want to adjust it to save render time in areas that are not very noisy. When you do adjust the PNT, do so in very small increments. Notice how the default values change with different AA values and use those relative values as a guide. One of the highest default PNT values of 0.15 at AA2 is, in absolute terms, not that different from the value at AA16 of 0.01875, both are mere fractions of &amp;quot;1.0&amp;quot;. Yet 0.01875 is actually a much lower value in terms of how it affects the threshold for evaluating noise in the render and it will consequently have a much higher impact on render time than a value like 0.15 or even 0.05. So change the PNT values slowly in the direction you want, higher for faster renders which allow more noise, lower for longer renders with less noise, and test along the way.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If noise is a problem in your image, generally speaking you will want to start by increase the main AA value if it is not already at 6 or above, before adjusting the PNT. In many cases the default PNT will work fairly well, however as the AA level rises you may want to adjust it to save render time in areas that are not very noisy. When you do adjust the PNT, do so in very small increments. Notice how the default values change with different AA values and use those relative values as a guide. One of the highest default PNT values of 0.15 at AA2 is, in absolute terms, not that different from the value at AA16 of 0.01875, both are mere fractions of &amp;quot;1.0&amp;quot;. Yet 0.01875 is actually a much lower value in terms of how it affects the threshold for evaluating noise in the render and it will consequently have a much higher impact on render time than a value like 0.15 or even 0.05. So change the PNT values slowly in the direction you want, higher for faster renders which allow more noise, lower for longer renders with less noise, and test along the way.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ideally what you want to do is determine the minimum AA value that will achieve the level of noise and anti-aliasing that you want on the hardest to sample areas of your scene. This can be done by using small crop renders with Max Samples enabled for First Sampling Level, and focusing on areas such as shadows or fine geometry detail that will be hardest to achieve smooth results in. Once you find a max AA value that achieves good results in these areas, you can then enable successively greater fractions of First Sampling Level and then use the Pixel Noise Threshold to adjust the balance of noise vs. render time for the rest of your image. All that being said, if you don't want to take the time or energy to test that much, the defaults are a good place to start. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ideally what you want to do is determine the minimum AA value that will achieve the level of noise and anti-aliasing that you want on the hardest to sample areas of your scene. This can be done by using small crop renders with Max Samples enabled for First Sampling Level, and focusing on areas such as shadows or fine geometry detail that will be hardest to achieve smooth results in. Once you find a max AA value that achieves good results in these areas, you can then enable successively greater fractions of First Sampling Level and then use the Pixel Noise Threshold to adjust the balance of noise vs. render time for the rest of your image. All that being said, if you don't want to take the time or energy to test that much, the defaults are a good place to start&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;===== The Importance of Correct Exposure and Contrast =====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Because the adaptive sampler relies on actually analyzing the contrast of neighboring pixels in the image, it's important to try to get as close as possible to your intended exposure and contrast levels for the '''final''' image from within Terragen. Post processing is an important part of finishing many images, but ideally you would avoid too much &amp;quot;pushing&amp;quot; (increasing exposure) or &amp;quot;pulling&amp;quot; (decreasing exposure) in your post processing adjustments. Not because there will be any image degradation due to the processing itself, but rather because the adaptive sampler will have allowed a certain noise level (set by the PNT above) that may become more visible if exposure is increased or, conversely, if you reduce exposure, you may end up making certain areas less visible that were given more samples due to their level of contrast in the original render, making those additional samples unnecessary. In other words you can save render time by nailing the exposure in-render&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Don't use high Micropoly Detail ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Don't use high Micropoly Detail ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>JavaJones</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12674&amp;oldid=prev</id>
		<title>Matt at 09:11, 5 November 2019</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12674&amp;oldid=prev"/>
		<updated>2019-11-05T09:11:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 09:11, 5 November 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defer All Shading =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defer All Shading =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All Shading is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly optimized it can usually achieve equivalent or better quality than non-deferred shading in a similar amount of time, but it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;does &lt;/del&gt;require some settings adjustments to achieve optimal results.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All Shading is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly optimized it can usually achieve equivalent or better quality than non-deferred shading in a similar amount of time, but it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;may &lt;/ins&gt;require some settings adjustments to achieve optimal results.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Anti-aliasing Controls Shading Quality ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Anti-aliasing Controls Shading Quality ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12673&amp;oldid=prev</id>
		<title>Matt at 09:11, 5 November 2019</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12673&amp;oldid=prev"/>
		<updated>2019-11-05T09:11:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 09:11, 5 November 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defer All Shading =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defer All Shading =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All Shading is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly optimized it can usually achieve equivalent or better quality than non-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;deferring renders &lt;/del&gt;in a similar amount of time, but it does require some settings adjustments to achieve optimal results.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All Shading is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly optimized it can usually achieve equivalent or better quality than non-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;deferred shading &lt;/ins&gt;in a similar amount of time, but it does require some settings adjustments to achieve optimal results.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Anti-aliasing Controls Shading Quality ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Anti-aliasing Controls Shading Quality ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12672&amp;oldid=prev</id>
		<title>Matt: Changed or removed references to &quot;standard&quot; rendering as the alternative to deferred shading because &quot;defer all shading&quot; can only be enabled when &quot;standard renderer&quot; is enabled</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12672&amp;oldid=prev"/>
		<updated>2019-11-05T09:10:34Z</updated>

		<summary type="html">&lt;p&gt;Changed or removed references to &amp;quot;standard&amp;quot; rendering as the alternative to deferred shading because &amp;quot;defer all shading&amp;quot; can only be enabled when &amp;quot;standard renderer&amp;quot; is enabled&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 09:10, 5 November 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defer All Shading =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defer All Shading =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All Shading is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly optimized it can usually achieve equivalent or better quality than &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Standard &lt;/del&gt;renders in a similar amount of time, but it does require some settings adjustments &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;from Standard renders &lt;/del&gt;to achieve optimal results.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All Shading is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly optimized it can usually achieve equivalent or better quality than &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;non-deferring &lt;/ins&gt;renders in a similar amount of time, but it does require some settings adjustments to achieve optimal results.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Anti-aliasing Controls Shading Quality ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Anti-aliasing Controls Shading Quality ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l37&quot; &gt;Line 37:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 37:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Reduce Samples for Soft Shadows ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Reduce Samples for Soft Shadows ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As noted, Defer All Shading results in higher quality surface shading, and this includes Soft Shadows on the terrain as well. So you can use fewer samples for Soft Shadows while still avoiding noise. Try a value of 2 when Defer All Shading is enabled, rather than the default of 9. You can test this with a crop render using Defer All Shading vs &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Standard rendering &lt;/del&gt;to ensure it is working well.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As noted, Defer All Shading results in higher quality surface shading, and this includes Soft Shadows on the terrain as well. So you can use fewer samples for Soft Shadows while still avoiding noise. Try a value of 2 when Defer All Shading is enabled, rather than the default of 9. You can test this with a crop render using Defer All Shading vs &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;non-deferred shading &lt;/ins&gt;to ensure it is working well.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Path Tracing =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Path Tracing =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12528&amp;oldid=prev</id>
		<title>Matt: Some edits to First Sampling Level</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12528&amp;oldid=prev"/>
		<updated>2019-09-28T03:42:49Z</updated>

		<summary type="html">&lt;p&gt;Some edits to First Sampling Level&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 03:42, 28 September 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l21&quot; &gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===== First Sampling Level =====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===== First Sampling Level =====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The First Sampling Level essentially controls how &amp;quot;adaptive&amp;quot; the anti-aliasing is, i.e. the range of possible sampling values, from the maximum number (set by the anti-aliasing value itself, e.g. 8) to the minimum number, which is some fraction of the max. The smaller fraction the minimum value is vs. the maximum, the more adaptive the AA is, and the more potential render time can be saved. However higher levels of adaptivity do have the potential to result in increased noise in some areas &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;due to undersampling&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;i.e. too few samples &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;resolve smooth, noise-free results. Start with &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;default value for Robust Adaptive at 1/64 First Samples, but 1/256 is usually a good balance between quality and render time&lt;/del&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The First Sampling Level essentially controls how &amp;quot;adaptive&amp;quot; the anti-aliasing is, i.e. the range of possible sampling values, from the maximum number (set by the anti-aliasing value itself, e.g. 8) to the minimum number, which is some fraction of the max. The smaller fraction the minimum value is vs. the maximum, the more adaptive the AA is, and the more potential render time can be saved. However higher levels of adaptivity do have the potential to result in increased noise in some areas, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;completely miss some important details in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;image&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===== Pixel Noise Threshold =====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===== Pixel Noise Threshold =====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12439&amp;oldid=prev</id>
		<title>JavaJones: /* Typical Anti-aliasing Values */</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12439&amp;oldid=prev"/>
		<updated>2019-08-31T21:54:59Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Typical Anti-aliasing Values&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 21:54, 31 August 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot; &gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Typical Anti-aliasing Values ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Typical Anti-aliasing Values ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For scenes that are primarily composed just of terrain and clouds, with few or no objects, you may be able to keep AA relatively low - such as 4 or 6 - and achieve good quality. When more objects are included, especially those with fine geometry like plant populations, it is likely you will need to use higher values like 8-12. Always use the lowest value you can as this setting directly affects the number of samples that are taken for every pixel, and can have a large impact on render time. In some cases that render time may be essentially wasted if the amount of aliasing in a typical render is not particularly high. As always you can test on crop renders to get a good idea of the right values in a shorter time.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For scenes that are primarily composed just of terrain and clouds, with few or no objects, you may be able to keep AA relatively low - such as 4 or 6 - and achieve good quality. When more objects are included, especially those with fine geometry like plant populations, it is likely you will need to use higher values like 8-12. Always use the lowest value you can as this setting directly affects the number of samples that are taken for every pixel, and can have a large impact on render time. In some cases that render time may be essentially wasted if the amount of aliasing &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(mostly seen as unnaturally jagged or sharp edges) &lt;/ins&gt;in a typical render is not particularly high. As always you can test on crop renders to get a good idea of the right values in a shorter time.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Adaptive Sampling ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Adaptive Sampling ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>JavaJones</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12413&amp;oldid=prev</id>
		<title>JavaJones at 22:47, 24 August 2019</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12413&amp;oldid=prev"/>
		<updated>2019-08-24T22:47:51Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 22:47, 24 August 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defer All =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;=&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly optimized it can usually achieve equivalent or better quality than Standard renders in a similar amount of time, but it does require some settings adjustments from Standard renders to achieve optimal results.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly optimized it can usually achieve equivalent or better quality than Standard renders in a similar amount of time, but it does require some settings adjustments from Standard renders to achieve optimal results.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Anti-aliasing Controls Shading Quality ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Anti-aliasing Controls Shading Quality ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the primary things to be aware of with Defer All is that the anti-aliasing settings are now the primary determinant of surface shading quality (but not geometry density or quality). As a result you will want to be mindful to balance the AA settings for the best combination of quality and render time. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the primary things to be aware of with Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;is that the anti-aliasing settings are now the primary determinant of surface shading quality (but not geometry density or quality). As a result you will want to be mindful to balance the AA settings for the best combination of quality and render time. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Typical Anti-aliasing Values ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Typical Anti-aliasing Values ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot; &gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===== Robust Adaptive Sampler =====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===== Robust Adaptive Sampler =====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Beginning in Terragen 4.3 a new &amp;quot;Robust Adaptive Sampler&amp;quot; option became available. This was further improved in Terragen 4.4. Essentially it uses new and more intelligent ways of evaluating noise levels and distributing samples to better balance render time and image quality, and avoid certain problems of the more simplistic adaptive AA algorithms used previously. It is strongly recommended that you use the Robust Adaptive Sampler option when using Defer All. You can begin with the default values, but even better results can be achieved in many cases by increasing the level of adaptivity (First Sampling Level) or adjusting the Pixel Noise Threshold.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Beginning in Terragen 4.3 a new &amp;quot;Robust Adaptive Sampler&amp;quot; option became available. This was further improved in Terragen 4.4. Essentially it uses new and more intelligent ways of evaluating noise levels and distributing samples to better balance render time and image quality, and avoid certain problems of the more simplistic adaptive AA algorithms used previously. It is strongly recommended that you use the Robust Adaptive Sampler option when using Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading&lt;/ins&gt;. You can begin with the default values, but even better results can be achieved in many cases by increasing the level of adaptivity (First Sampling Level) or adjusting the Pixel Noise Threshold.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===== First Sampling Level =====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===== First Sampling Level =====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l33&quot; &gt;Line 33:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 33:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Don't use high Micropoly Detail ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Don't use high Micropoly Detail ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All renders in a way that ultimately produces smoother and more detailed terrain shading (similar to &amp;quot;Defer Atmo&amp;quot; which makes smoother clouds). This means Micropoly Detail (MPD), Soft Shadows, and other settings can be set to lower values while still maintaining quality. This can often actually result in lower render times for equivalent quality. The default 0.5 MPD is usually sufficient when Defer All is enabled. When loading older projects created prior to the introduction of Defer All remember to check the MPD value as it may have been set higher to achieve high quality when this option was not yet available.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;renders in a way that ultimately produces smoother and more detailed terrain shading (similar to &amp;quot;Defer Atmo&amp;quot; which makes smoother clouds). This means Micropoly Detail (MPD), Soft Shadows, and other settings can be set to lower values while still maintaining quality. This can often actually result in lower render times for equivalent quality. The default 0.5 MPD is usually sufficient when Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;is enabled. When loading older projects created prior to the introduction of Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;remember to check the MPD value as it may have been set higher to achieve high quality when this option was not yet available.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Reduce Samples for Soft Shadows ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Reduce Samples for Soft Shadows ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As noted, Defer All results in higher quality surface shading, and this includes Soft Shadows on the terrain as well. So you can use fewer samples for Soft Shadows while still avoiding noise. Try a value of 2 when Defer All is enabled, rather than the default of 9. You can test this with a crop render using Defer All vs Standard rendering to ensure it is working well.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As noted, Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;results in higher quality surface shading, and this includes Soft Shadows on the terrain as well. So you can use fewer samples for Soft Shadows while still avoiding noise. Try a value of 2 when Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;is enabled, rather than the default of 9. You can test this with a crop render using Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;vs Standard rendering to ensure it is working well.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Path Tracing =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Path Tracing =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l53&quot; &gt;Line 53:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 53:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Optimizing Render Time and Quality ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Optimizing Render Time and Quality ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Path Tracing Uses Defer All ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Path Tracing Uses Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Path Tracing enables &amp;quot;Defer All&amp;quot; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;shading&lt;/del&gt;. Defer All is a rendering method which makes much more detailed terrain (similar to &amp;quot;Defer Atmo&amp;quot; which makes smoother clouds). This means Micropoly Detail (MPD), Soft Shadows, and other settings can be set to lower values while still maintaining quality. This can often actually result in lower render times for equivalent quality when Defer All is used on its own, and good optimization for that rendering method will help minimize render time impact with full Path Tracing is used. Reference the Defer All optimization section above for more specific setting recommendations and details.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Path Tracing enables &amp;quot;Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading&lt;/ins&gt;&amp;quot;. Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;is a rendering method which makes much more detailed terrain (similar to &amp;quot;Defer Atmo&amp;quot; which makes smoother clouds). This means Micropoly Detail (MPD), Soft Shadows, and other settings can be set to lower values while still maintaining quality. This can often actually result in lower render times for equivalent quality when Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;is used on its own, and good optimization for that rendering method will help minimize render time impact with full Path Tracing is used. Reference the Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading &lt;/ins&gt;optimization section above for more specific setting recommendations and details.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Use the Robust Adaptive Sampler ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Use the Robust Adaptive Sampler ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l63&quot; &gt;Line 63:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 63:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then adjust the Pixel Noise Threshold *only* to get the level of noise under control. Start with the default value and go down if you want less noise, or up if noise looks fine but render time is too long. You may find you can get away with a lower Pixel Noise Threshold. Do renders in crops to reduce time needed for checking the best values, and you should include an area of shadow in your crop for most accurate results.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then adjust the Pixel Noise Threshold *only* to get the level of noise under control. Start with the default value and go down if you want less noise, or up if noise looks fine but render time is too long. You may find you can get away with a lower Pixel Noise Threshold. Do renders in crops to reduce time needed for checking the best values, and you should include an area of shadow in your crop for most accurate results.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Note that Robust Adaptive is improved in v4.4 vs. 4.3 so if possible use v4.4 or newer. For a more detailed discussion of Robust Adaptive Sampling and Pixel Noise Threshold, see above under Defer All.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Note that Robust Adaptive is improved in v4.4 vs. 4.3 so if possible use v4.4 or newer. For a more detailed discussion of Robust Adaptive Sampling and Pixel Noise Threshold, see above under Defer All &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Shading&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Avoid High GI Cache Values ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Avoid High GI Cache Values ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>JavaJones</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12412&amp;oldid=prev</id>
		<title>JavaJones: Created page with &quot;= Defer All =  Defer All is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly op...&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Rendering_Optimization_Guide&amp;diff=12412&amp;oldid=prev"/>
		<updated>2019-08-24T22:42:34Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;= Defer All =  Defer All is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly op...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Defer All =&lt;br /&gt;
&lt;br /&gt;
Defer All is a newer rendering method which generally provides higher quality results on surface shading and in atmospheres, especially clouds. When properly optimized it can usually achieve equivalent or better quality than Standard renders in a similar amount of time, but it does require some settings adjustments from Standard renders to achieve optimal results.&lt;br /&gt;
&lt;br /&gt;
=== Anti-aliasing Controls Shading Quality ===&lt;br /&gt;
&lt;br /&gt;
One of the primary things to be aware of with Defer All is that the anti-aliasing settings are now the primary determinant of surface shading quality (but not geometry density or quality). As a result you will want to be mindful to balance the AA settings for the best combination of quality and render time. &lt;br /&gt;
&lt;br /&gt;
==== Typical Anti-aliasing Values ====&lt;br /&gt;
&lt;br /&gt;
For scenes that are primarily composed just of terrain and clouds, with few or no objects, you may be able to keep AA relatively low - such as 4 or 6 - and achieve good quality. When more objects are included, especially those with fine geometry like plant populations, it is likely you will need to use higher values like 8-12. Always use the lowest value you can as this setting directly affects the number of samples that are taken for every pixel, and can have a large impact on render time. In some cases that render time may be essentially wasted if the amount of aliasing in a typical render is not particularly high. As always you can test on crop renders to get a good idea of the right values in a shorter time.&lt;br /&gt;
&lt;br /&gt;
==== Adaptive Sampling ====&lt;br /&gt;
&lt;br /&gt;
Adaptive Anti-aliasing Sampling is one of the best tools available in Terragen for reducing render time while maintaining quality. Simply put, it uses evaluations of contrast and noise distribution in the image to try to focus AA samples in areas where they are needed most, while avoiding using more samples than necessary on less noisy areas. This can save a lot of render time vs. simple uniform sampling, especially when there is a big difference between how noisy or aliased some areas of the scene are (such as fine geometry in a grass object) vs other areas (such as a smooth snow shader, or a clear sky). &lt;br /&gt;
&lt;br /&gt;
===== Robust Adaptive Sampler =====&lt;br /&gt;
&lt;br /&gt;
Beginning in Terragen 4.3 a new &amp;quot;Robust Adaptive Sampler&amp;quot; option became available. This was further improved in Terragen 4.4. Essentially it uses new and more intelligent ways of evaluating noise levels and distributing samples to better balance render time and image quality, and avoid certain problems of the more simplistic adaptive AA algorithms used previously. It is strongly recommended that you use the Robust Adaptive Sampler option when using Defer All. You can begin with the default values, but even better results can be achieved in many cases by increasing the level of adaptivity (First Sampling Level) or adjusting the Pixel Noise Threshold.&lt;br /&gt;
&lt;br /&gt;
===== First Sampling Level =====&lt;br /&gt;
&lt;br /&gt;
The First Sampling Level essentially controls how &amp;quot;adaptive&amp;quot; the anti-aliasing is, i.e. the range of possible sampling values, from the maximum number (set by the anti-aliasing value itself, e.g. 8) to the minimum number, which is some fraction of the max. The smaller fraction the minimum value is vs. the maximum, the more adaptive the AA is, and the more potential render time can be saved. However higher levels of adaptivity do have the potential to result in increased noise in some areas due to undersampling, i.e. too few samples to resolve smooth, noise-free results. Start with the default value for Robust Adaptive at 1/64 First Samples, but 1/256 is usually a good balance between quality and render time. &lt;br /&gt;
&lt;br /&gt;
===== Pixel Noise Threshold =====&lt;br /&gt;
&lt;br /&gt;
The Pixel Noise Threshold (PNT) allows you to control at what point the adaptive sampling system will determine that a given level of identified noise is &amp;quot;too much&amp;quot; and will thus use more samples to reduce noise in that area. More samples = smoother results but longer render time. The higher the PNT value, the more noisy the image can be before more samples are used. In other words the adaptive sampler becomes more &amp;quot;tolerant&amp;quot; of noise with higher values. An important part of this to keep in mind, however, is that the adaptive sampler can only use a maximum number of samples as specified in the main anti-aliasing value, and can only reduce samples by the fraction you set in the First Sampling Level. So you can have a relatively high PNT, but still be using too many samples if your actual AA value is high (e.g. AA 12) and/or the First Sampling Level is conservative (e.g. 1/4).&lt;br /&gt;
&lt;br /&gt;
If noise is a problem in your image, generally speaking you will want to start by increase the main AA value if it is not already at 6 or above, before adjusting the PNT. In many cases the default PNT will work fairly well, however as the AA level rises you may want to adjust it to save render time in areas that are not very noisy. When you do adjust the PNT, do so in very small increments. Notice how the default values change with different AA values and use those relative values as a guide. One of the highest default PNT values of 0.15 at AA2 is, in absolute terms, not that different from the value at AA16 of 0.01875, both are mere fractions of &amp;quot;1.0&amp;quot;. Yet 0.01875 is actually a much lower value in terms of how it affects the threshold for evaluating noise in the render and it will consequently have a much higher impact on render time than a value like 0.15 or even 0.05. So change the PNT values slowly in the direction you want, higher for faster renders which allow more noise, lower for longer renders with less noise, and test along the way.&lt;br /&gt;
&lt;br /&gt;
Ideally what you want to do is determine the minimum AA value that will achieve the level of noise and anti-aliasing that you want on the hardest to sample areas of your scene. This can be done by using small crop renders with Max Samples enabled for First Sampling Level, and focusing on areas such as shadows or fine geometry detail that will be hardest to achieve smooth results in. Once you find a max AA value that achieves good results in these areas, you can then enable successively greater fractions of First Sampling Level and then use the Pixel Noise Threshold to adjust the balance of noise vs. render time for the rest of your image. All that being said, if you don't want to take the time or energy to test that much, the defaults are a good place to start. &lt;br /&gt;
&lt;br /&gt;
=== Don't use high Micropoly Detail ===&lt;br /&gt;
&lt;br /&gt;
Defer All renders in a way that ultimately produces smoother and more detailed terrain shading (similar to &amp;quot;Defer Atmo&amp;quot; which makes smoother clouds). This means Micropoly Detail (MPD), Soft Shadows, and other settings can be set to lower values while still maintaining quality. This can often actually result in lower render times for equivalent quality. The default 0.5 MPD is usually sufficient when Defer All is enabled. When loading older projects created prior to the introduction of Defer All remember to check the MPD value as it may have been set higher to achieve high quality when this option was not yet available.&lt;br /&gt;
&lt;br /&gt;
=== Reduce Samples for Soft Shadows ===&lt;br /&gt;
&lt;br /&gt;
As noted, Defer All results in higher quality surface shading, and this includes Soft Shadows on the terrain as well. So you can use fewer samples for Soft Shadows while still avoiding noise. Try a value of 2 when Defer All is enabled, rather than the default of 9. You can test this with a crop render using Defer All vs Standard rendering to ensure it is working well.&lt;br /&gt;
&lt;br /&gt;
= Path Tracing =&lt;br /&gt;
&lt;br /&gt;
New in Terragen 4.3 is a more accurate and realistic-looking Path Tracing render method. You can find out more about it on the dedicated [[Path Tracing]] page. This can be a time-intensive rendering method and there are some specific optimizations and settings to be aware of to get the most out of your path traced renders.&lt;br /&gt;
&lt;br /&gt;
=== Do I Need Path Tracing? ===&lt;br /&gt;
&lt;br /&gt;
The first thing to consider is whether your scene will actually benefit enough from path tracing to justify an increase in render time. Many scenes do, but there are enough in which the difference will be relatively small that it's worth considering and testing the impact on your actual scene before committing to a full, high resolution render. Use crop renders or lower resolution tests to evaluate the potential benefits.&lt;br /&gt;
&lt;br /&gt;
Path Tracing is most effective where there is a lot of geometry (e.g. imported object populations), or generally more potential for bounced light. It handles complex interactions of light bouncing better than the normal renderer. But for example in a mostly-terrain scene with a few scattered objects and a lot of direct sunlight, you're probably not going to see much benefit. If you move the sun lower in the sky to create lots of shadows, a sunset for example, then you might see more benefit. But the greatest gains will tend to be in thicker vegetation, or on more complex objects.&lt;br /&gt;
&lt;br /&gt;
Path Tracing also doesn't really affect the atmosphere, its main effects are on the ground, the terrain and anything sitting on it. So don't enable it if you are hoping for some improvement in the sky. It can, however, create more realistic lighting on the ground from the sky, to some degree.&lt;br /&gt;
&lt;br /&gt;
=== Optimizing Render Time and Quality ===&lt;br /&gt;
&lt;br /&gt;
==== Path Tracing Uses Defer All ====&lt;br /&gt;
&lt;br /&gt;
Path Tracing enables &amp;quot;Defer All&amp;quot; shading. Defer All is a rendering method which makes much more detailed terrain (similar to &amp;quot;Defer Atmo&amp;quot; which makes smoother clouds). This means Micropoly Detail (MPD), Soft Shadows, and other settings can be set to lower values while still maintaining quality. This can often actually result in lower render times for equivalent quality when Defer All is used on its own, and good optimization for that rendering method will help minimize render time impact with full Path Tracing is used. Reference the Defer All optimization section above for more specific setting recommendations and details.&lt;br /&gt;
&lt;br /&gt;
==== Use the Robust Adaptive Sampler ====&lt;br /&gt;
&lt;br /&gt;
The new Robust Adaptive Sampling helps a lot to reduce render time with Path Tracing in particular, while maintaining quality. You can use a value of AA8 or AA6 with Robust Adaptive and 1/64th samples as a starting point. Increasing the amount of adaptivity, i.e. the &amp;quot;First sampling level&amp;quot;, will reduce render time but can add to noise. If you use AA8 you can consider 1/256, but at AA6 you might want to stick to 1/64.&lt;br /&gt;
&lt;br /&gt;
Then adjust the Pixel Noise Threshold *only* to get the level of noise under control. Start with the default value and go down if you want less noise, or up if noise looks fine but render time is too long. You may find you can get away with a lower Pixel Noise Threshold. Do renders in crops to reduce time needed for checking the best values, and you should include an area of shadow in your crop for most accurate results.&lt;br /&gt;
&lt;br /&gt;
Note that Robust Adaptive is improved in v4.4 vs. 4.3 so if possible use v4.4 or newer. For a more detailed discussion of Robust Adaptive Sampling and Pixel Noise Threshold, see above under Defer All.&lt;br /&gt;
&lt;br /&gt;
==== Avoid High GI Cache Values ====&lt;br /&gt;
&lt;br /&gt;
The GI Cache Detail and Sample Quality values do have an effect with path tracing, but they only control GI contributions from the atmosphere into the path tracer, which is used for the terrain illumination. The Path Tracer essentially replaces the cache-based GI system for rendering the terrain and objects, but not for the atmosphere. So these GI settings can generally be fairly low (e.g. 2/2 or 3/3) because the atmosphere contribution is fairly diffuse in most cases, and the terrain and object lighting will be made accurate by the path tracing itself. &lt;br /&gt;
&lt;br /&gt;
Put simply: you don't need high Cache Detail or Sample Quality values to get good path tracing results on your terrain.&lt;br /&gt;
&lt;br /&gt;
==== Test and Crop ====&lt;br /&gt;
&lt;br /&gt;
Above all you will almost certainly want to run some tests before committing to a final Path Traced render, especially one at high resolution. A Path Traced render may take several hours even on high-end hardware, so it makes sense to spend some time on shorter renders of cropped areas to help ensure that when your full render finishes, the results are what you expect and are to your liking. So select one or more crop regions that include areas of shadow, dense geometry, etc., and then test variations of the above setting recommendations to find a good balance of quality and render time. Then you can commit to a full render knowing it won't take more time than necessary. And thereafter you'll be saving render time each time you render that scene and variations of it since for the most part only dramatic changes to the scene construction will affect what the optimal values are.&lt;/div&gt;</summary>
		<author><name>JavaJones</name></author>
		
	</entry>
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