Facetune 2 builds on those strong fundamentals with new features that are iterative but bordering on the revolutionary, and without ruining the ease of use that made the original Facetune such a great mobile tool. It worked well by offering automated adjustments combined with the ability to tweak those alterations yourself through the use of comprehensive sliders. From skin smoothing to teeth whitening to fixes for the dreaded red eye, Facetune allowed you to get a prettier looking selfie without having to worry about lighting when taking the shot and without having to worry about learning new photo editing skills. The focus was on selfie photos, and the features were designed to match. The original Facetune was a handy app that allowed eminently easy touch-up work on any photos. Facetune is available for mobile devices, and it automates much of the editing process through the use of smart technology that reads the elements of your pictures and approximates the effect you're looking for intuitively. In fact, you don't need a dedicated computer at all. Facetune takes that same principle and applies it to photo editing, giving users a full suite of editing tools without needing access to an expensive editing platform like Adobe Photoshop. While they may be demeaned in some circles as a cheap depreciation of artistic value, there's a democratizing effect to the notion that anyone can capture a memory in full without the need for years of training or an expensive tool. ![]() Overall Opinion: Whether we like it or not, selfies are here to stay.
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![]() "I'm allowing you to use up to 64 (8 Subdivs) Primary Samples (AA) per pixel to figure out what's going on in this scene and reduce the noise as close as you can to my specified noise threshold. Through the render settings, you're telling V-Ray: Now lets go over exactly what's happening in this baseline render. In this tutorial we'll learn how to best utilize these Primary and Secondary Samples to get the highest quality render (lowest amounts of Noise) in the fastest amount of time. So Subdivs 2 = Samples.įor example: 8 Subdivs = 64 Samples. The square root of the actual number of Samples. The samples controlled by V-Ray's DMC Sampler, which is specialized in sampling a scene's Lighting, Global Illumination (GI), Shadows, Material Reflection & Refraction, and Sub-Surface Scattering (SSS). The samples controlled by V-Ray's Image Sampler (also known as Anti-Aliasing or AA), which is specialized in sampling a scene's Geometry, Textures, Depth of Field, and Motion Blur. ( Noise Threshold is named Adaptive Threshold in V-Ray for Maya) The amount of Secondary Samples sent out into the scene is mainly controlled by the Subdivs settings from individual Lights / Global Illumination / Materials in the scene, and the Noise Threshold setting of the DMC Sampler. The amount of Primary Samples sent out into the scene is mainly controlled by the Min Subdivs, Max Subdivs, and Color Threshold settings of the Image Sampler. So in order to reduce noise, you need to provide V-Ray with more information - and to provide V-Ray with more information, you need to take more samples. Noise present in a render means that V-Ray wasn't able to gather enough information about what's going on in a scene. This is because Noise is caused by a lack of information. ![]() The more a scene gets sampled, the more information V-Ray is able to gather about the scene, and the higher quality the resulting render will be - which means less Noise in the render. In order to accurately figure out what's going on in a scene, many Primary and Secondary Samples are needed to be taken. If you already know the underlying concepts and just want the technical step-by-step procedure, click here to skip right to it.įrom this point forward, we'll simply refer to 'Rays' as 'Samples' - because that's what the purpose of a Ray is - to take a Sample of a scene to gather information about what's going on in it. And finally I'll provide a step-by-step procedure to optimize any scene to render with an ideal balance of quality and speed. Then we'll learn how to identify the different sources of noise a scene can have. Then we'll go over an example scene to demonstrate exactly how a render can be optimized to be faster and cleaner. We'll first cover some of the underlying concepts behind how ray tracing and V-Ray's sampling works. But with a bit of understanding of how V-Ray works under the hood, you can achieve a higher quality result WITH faster render times - in some extreme cases ranging between 3x faster to 13x faster than the universal settings. Many times you'll see artists adopt the 'Universal V-Ray Settings' of having the Image Sampler (Anti-Aliasing, or AA) Max Subdivs value set very high (like 50 or 100), and then simply lowering the noise threshold value until the render becomes clean enough - thinking that it's the best / fastest that V-Ray can do. There's often a lot of confusion surrounding V-Ray's sampling methods and what 'ideal' settings are. This tutorial attempts to cover the process of optimizing your V-Ray render settings to get the best possible render quality and fastest render time for a given scene. |
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