<div dir="ltr"><div class="gmail_extra"><div class="gmail_quote">On 4 January 2014 11:57, Nathan Vegdahl <span dir="ltr"><<a href="mailto:cessen@cessen.com" target="_blank">cessen@cessen.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .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)? 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>
</blockquote><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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