[Bf-cycles] Micropolygon implementation

Michael Fox mfoxdogg at gmail.com
Sat Jan 4 11:55:50 CET 2014

what luxrender use for their mpoly displacments


On 01/04/2014 04:26 PM, Matt Ebb wrote:
> On 4 January 2014 11:57, Nathan Vegdahl <cessen at cessen.com 
> <mailto:cessen at cessen.com>> wrote:
>     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.
> 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.
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> http://lists.blender.org/mailman/listinfo/bf-cycles

-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-cycles/attachments/20140104/03cfda35/attachment.htm 

More information about the Bf-cycles mailing list