
So there’s really no need for branched path tracing now, because adaptive sampling is good enough to be on by default now. Now in 3.0 master adaptive sampling is on by default and the user is expected to work with the noise threshold (noise level) majority of the time. So branched path tracing and adaptive sampling are both assigning different samples to different parts of your image,But adaptive sampling does it better because it actually dynamically look at the noise level of your image. Then adaptive sampling would constantly compare your image with the noise level, If one part of the image reaches the noise level it stops sampling for that region, and other regions still continue to accumulate samples. For more information: the Blender 3.0 release log the Blender 3.x roadmap the Blender 3. Blender 3.0 is available as Free Software download on.

You set a noise level (like how noisy your image should be). With Blender 3.0 we make another step into that direction, as first of the many to be released this decade.


Adaptive sampling is doing roughly the same thing, but better. In branched path tracing you assign different samples to different kinds of materials, in the end that is assigning different sample counts to different part of the image. Actually, You can consider adaptive sampling to be a automatic branched path tracing.
