[Bf-cycles] ray depth
d4vidfenner at gmail.com
Mon Oct 6 13:51:43 CEST 2014
That's the point, can't there be a way to make it not bounce anymore after
the first intersection but using the light settings? independently of
global settings. The ray depth trick of course can be used for many other
things, like changing light color after the first bounce or making it
darker, but there could be a setting per light to make it not bounce (or
bounce less times), for speed and ease of setting.
2014-10-06 5:39 GMT-04:00 Gottfried Hofmann <gottfried at blenderdiplom.com>:
> On 10/06/2014 03:23 AM, David Fenner wrote:
> > 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.
> It is not the same. Deactivating it globally will make light not bounce
> anymore after the first intersection.
> Setting the bounces to 1 will allow one GI bounce. Only when that bounce
> hits the light, the BSDF will not be evaluated. So you get a small
> speedup (which you correctly measured), but there are still all the
> other rays that have bounced and make their way through the scene that
> won't reach the light at all, like all the bounces towards the background.
> Gottfried Hofmann
> Blender Foundation Certified Trainer
> Bf-cycles mailing list
> Bf-cycles at blender.org
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the Bf-cycles