[Bf-cycles] ray depth
d4vidfenner at gmail.com
Mon Oct 6 03:23:41 CEST 2014
hmm maybe I'm doing something wrong and the shader tree is still
calculating the bounce, but for me there is almost no gain with the ray
0 global bounces
1 global bounce, light without ray depth trick so it does bounce and
1 global bounce, light with ray depth trick so it doesn't bounce:
As you can see, the real gain comes with deactivating the global bounce,
even when there is only one light and one diffuse shader for all geometry.
Deactivating the bounce in the light should be the same as deactivating it
globally, since there is only one light. Maybe I'm doing something wrong
here.... pics have shader tree.
2014-10-05 21:00 GMT-04:00 Brecht Van Lommel <brechtvanlommel at pandora.be>:
> On Mon, Oct 6, 2014 at 1:47 AM, David Fenner <d4vidfenner at gmail.com>
> > The thing is that a scene with bounces, even if we have the ray
> > depth trick to a light so the bounce is non existent, renders just a
> slow as
> > if the bounce was actually illuminating the scene.
> I don't think this is true exactly, it will skip evaluating the BSDF
> and tracing the shadow ray, and so it will render faster on most
> scenes. More optimizations for this specific case are possible though.
> Bf-cycles mailing list
> Bf-cycles at blender.org
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