This gives better variance than random digit scrambling, at a
very tiny runtime cost (so tiny it's lost in the noise of the
rest of the rendering process).
The important thing here is that I figured out how to use the
scrambling parameter properly to decorrelate pixels. Using the
same approach as with halton (just adding an offset into the sequence)
is very slow with sobol, since moving into the higher samples is
more computationally expensive. So using the scrambling parameter
instead was important.