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 >> >> >>