yeah, it's pretty cool. Might help with sampling the scene more
efficiently, especially all those shader samples.



On Sat, Feb 23, 2013 at 11:38 PM, Tim Leydecker <bauero...@gmx.de> wrote:

>
>
> On 24.02.2013 00:23, Ciaran Moloney wrote:
>
>> You should probably have a look at unified sampling.
>>
>
> Will do. Never found the time to look into that and Irradiance Particles.
>
> Cheers,
>
>
> tim
>
>
>
>
>
>>
>> On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker <bauero...@gmx.de<mailto:
>> bauero...@gmx.de>> wrote:
>>
>>     Hi,
>>
>>
>>     On 23.02.2013 03:54, Steven Caron wrote:
>>      > i dont miss mental ray... :)
>>
>>     Depends a lot on the DOF.
>>
>>     Here愀 the rendering without DOF and glare
>>     but AA min0 max2 and 0.05 threshold, Triangle.
>>
>>
>>     ' INFO : RC   0.4  info : rendering statistics
>>     ' INFO : RC   0.4  info :   type                           number
>> per eye ray
>>     ' INFO : RC   0.4  info :   eye rays                      2287942
>>      1.00
>>     ' INFO : RC   0.4  info :   reflection rays              31626210
>>     13.82
>>     ' INFO : RC   0.4  info :   refraction rays               1302239
>>      0.57
>>     ' INFO : RC   0.4  info :   shadow rays                5126689872
>>   2240.74
>>     ' INFO : RC   0.4  info :   environment rays            138542957
>>     60.55
>>     ' INFO : RC   0.4  info :   probe rays                  154358804
>>     67.47
>>
>>     ' INFO : RC   0.4  progr: rendering finished
>>     ' INFO : RC   0.4  info : wallclock  1:08:32.50 for rendering
>>
>>     MacPro2008, 8x2.8GHz, all cores rendering.
>>
>>     ---
>>
>>     Not spectacularly fast or pretty but most likely no flicker at all
>>     unless there愀 some undersampling in the glossiness of course,
>>     e.g. no bounces, no surprises...
>>
>>
>>     Cheers,
>>
>>
>>     tim
>>
>>
>>

Reply via email to