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Invisible wrote:
> I thought ambient occlusion (as opposed to other GI algorithms) was
> specifically suited to GPU implementation?
It's certainly only dependent on geometry, not light sources. But how
do you cast shadows on such geometry? Blender comes with 2 options:
Approximate AO and Raytraced AO, which is the default. AAO is only
useful if your geometry is dense, with lots of vertices, as all it does
is pretty much the same as the classic polygon-only radiosity algorithm
does (also available in Blender but a mess): it "paints" vertex with
color information. If your geometry is not dense, AAO looks ridiculous.
> (What's the point of a ray tracer in a product that only renders
> triangles?)
Yeah, what's the point of having povray raytrace any non-abstract math
scenes?...
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