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> the average texture method simulates microfacets
> too, it just keeps the supersampling
> to the blurry surface.
I was thinking about averaging normals scaled very BIG, and that looks
horrible. It even seems slower than my method unless I use .. only 10
normals, and that looks plain wrong. But I see your point, and will try to
average just a few normals, scaled very small.
Some speed optimations could be done with radiosity and reflections. The
"bolts and plugs" picture I just posted, was rendered in 2 passes: First
radiosity without AA, without area_light, and with a low max_trace_level..
Second pass loads the radiosity data, and has the above mentioned features
activated. The result looks just as good, and only takes 1/4 of the render
time. But the 2-pass method is cumbersome, at least for animations.
Regards,
Hugo
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