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Middle Grey — what a rendered image is actually doing

Everything, in one list

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Twenty-four entries across five sections, reachable without a dropdown. Each row says what the entry settles.

01 Light Transport

Where the light goes, and how many bounces you pay for.

  • №EntrySectionWhat it settles
  • 01Noise is a budgetLight TransportA render is noisy because it is estimating an integral with a finite number of rays. Every halving of the noise costs four times the samples, which is why the last few per cent of cleanliness costs more than the whole image before it.
  • 02One bounce, two bouncesLight TransportWhat each additional bounce adds, and where the returns stop.
  • 03Why interiors are expensiveLight TransportLight that has to find its way in through one window, and the paths that never do.
  • 04CausticsLight TransportThe hardest paths to find, and why they are usually faked.
  • 05ImportanceLight TransportSending rays where the light actually is rather than uniformly. The single biggest win available.

02 Sampling

Noise is a budget, not a bug.

  • №EntrySectionWhat it settles
  • 06The square root problemSamplingError falls with the square root of samples. What that means for a deadline.
  • 07FireflySamplingOne absurdly bright sample in a dark region, and the clamp that hides it.
  • 08StratificationSamplingSpreading samples evenly instead of randomly, and the noise pattern it produces.
  • 09DenoisingSamplingTrading noise for detail, and how to tell which detail went.
  • 10Adaptive samplingSamplingSpending the budget where the variance is.

03 Reference Objects

The spheres and charts that tie a render to a set.

  • №EntrySectionWhat it settles
  • 11The two ballsReference ObjectsA chrome sphere records where every light is; a grey sphere records what the light does to a matte surface. Together they are the lighting of the set.
  • 12The chrome ballReference ObjectsA 360-degree record of the stage in one photograph, distortion and all.
  • 13The grey ballReference ObjectsDirection, softness and colour of the key, read off a single object.
  • 14Shooting the referenceReference ObjectsSame position, same exposure, before the set changes.
  • 15HDRIReference ObjectsBracketing the environment so the bright parts are still numbers rather than white.

04 Colour

Neutral first, everything else after.

05 Passes

The frame taken apart and put back together.

  • №EntrySectionWhat it settles
  • 20Taking a frame apartPassesDiffuse, specular, transmission and the rest: what each holds and what recombining them does and does not let you change.
  • 21Beauty is the sumPassesThe assembled frame, and the check that the parts add back to it.
  • 22The alpha problemPassesPremultiplied or not, and the halo that tells you which.
  • 23Depth and motionPassesTwo passes that are data rather than picture.
  • 24CryptomattePassesSelecting an object after the render rather than before it.