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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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cite="mid:CALLChvK9VFgG5Jjbb4Ss-3wD1K7szQDupr9kFBcUGigEmHjQcA@mail.gmail.com"
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          <div class="gmail_quote">On 4 January 2014 11:57, Nathan
            Vegdahl <span dir="ltr">&lt;<a moz-do-not-send="true"
                href="mailto:cessen@cessen.com" target="_blank">cessen@cessen.com</a>&gt;</span>
            wrote:<br>
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              .8ex;border-left:1px #ccc solid;padding-left:1ex">
              <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)?&nbsp; Maybe that doesn't
                technically count as micropolygon rendering, but I still
                think of it as being strongly related.&nbsp; 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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      <pre wrap="">_______________________________________________
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