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"Tom Aust" <aus### [at] aust-manufakturde> wrote...
> So - each point of surface should get the same, regular bunch of
> rays. Perhaps such a bunch (reflection_samples) needs less
> samples, which will reduce the rendertime as well.
But this would cause artifacts (like when you use a 3x3 area_light without
jitter).
> The reflection shift could be avoid by using a blurred reflection
> (bunch of reflected rays), always PERPENDICULAR TO THE
> SURFACE, regardless of the visual angle between the surface
> and camera point.
You'll be happy to know that it's been done!
http://perso.wanadoo.fr/albedo/patchedpov.html
But you may want to look here:
http://perso.wanadoo.fr/albedo/cornell.html
to see what to expect for render times.
-Nathan
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