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<div class="moz-cite-prefix">what luxrender use for their mpoly
displacments<br>
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<a class="moz-txt-link-freetext" href="http://www.cs.utah.edu/~bes/papers/height/paper.html">http://www.cs.utah.edu/~bes/papers/height/paper.html</a><br>
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On 01/04/2014 04:26 PM, Matt Ebb wrote:<br>
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<div class="gmail_quote">On 4 January 2014 11:57, Nathan
Vegdahl <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:cessen@cessen.com" target="_blank">cessen@cessen.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
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<p>Regarding Monsters 2: I'm probably being needlessly
pedantic here, but isn't RenderMan's raytracing still
based on on-the-fly tesselation into micropolygon grids
(using a geometry cache iirc)? Maybe that doesn't
technically count as micropolygon rendering, but I still
think of it as being strongly related. It's sort of
best-of-both-worlds: you get proper higher-order
surfaces and displacements, and you also get ray traced
global illumination.</p>
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<div>It's also ridiculously slow, so in practice you get
nothing at all, hence the full pathtracing mode coming in
prman 19. For many (most?) types of production scenes
these days a modern raytracer beats the pants off
renderman's GI, and the set of those scenes is growing,
not shrinking as time goes by.</div>
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