[Bf-cycles] Viewport Cycles visible vertex edges ‘cracked faces’ possible solution? Much faster orthographic Viewport renders.

David Black db4tech at yahoo.co.uk
Fri Apr 11 16:35:25 CEST 2014


Hi Brecht,

*Viewport Cycles visible vertex edges ‘cracked faces’ possible solution? 
Much faster orthographic Viewport renders.*

Is it possible to fix a 3 year old issue of visible vertex edges (see 
linked images) in a Viewport Cycles rendered orthographic view by using 
code from camera draw routines (see linked blend file)?

If already using the same draw routines, the following information may 
help in math problem solving. Recently discovered Blender’s Viewport 
default 35mm view is not the same as a 35mm camera focal length view, 
let me elaborate, to match a 35mm Viewport view a cameras focal length 
must either be 17.50 or default camera sensor size needs changing to 
64:00. Only then will both views match (see last linked image). Even 
though previous comparison is based upon Perspective camera and Viewport 
views thought might help identify a possible calculation scale variance 
in draw routines.

In linked blend file, begin Cycle Viewport render and toggle views using 
0 (zero) key. Around 70% faster render times with small complex objects 
while using orthographic Cycles Viewport render.

*Blend file
*http://www.pasteall.org/blend/28352*
*
*Image examples
*http://www.pasteall.org/pic/69678
http://www.pasteall.org/pic/69679
http://www.pasteall.org/pic/69680
**
David



PS: While looking through code, found couple of things that may need 
changing?
*__init__.py file:

*--- # Copyright 2011-2013 Blender Foundation
+++ # Copyright 2011-2014 Blender Foundation

--- “blender”: (2, 67, 0),
+++ “blender”: (2, 70, 0),

-- 

3d-designs-davidblack.blogspot.com 
<http://www.3d-designs-davidblack.blogspot.com>

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