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Am 8/11/2016 um 21:21 schrieb Samuel B.:
> Ive <ive### [at] lilysoftorg> wrote:
>> Rendered with MC-Pov it is first of all a study for painted, scratched,
>> dirty and rusty metal textures and while some look quite right others
>> didn't turn out as good as I had hoped for.
>
> Awesome execution. Good job!
>
>> Tried it first with UberPOV but - as I'm getting more and more impatient
>> in my old days - it is too slow for all the layered textures where all
>> of them use blurred reflections.
>
> Blurred reflections in UberPOV /are/ slow. If we could specify the number of
> reflection blur samples (like we already do with area lights and radiosity) we
> could then use antialiasing and/or focal blur to improve the overall quality.
> I've already tested this with radiosity and area lights in UberPOV and it looks
> very promising.
>
Hmm. I was under the impression UberPOV tries to unify all the different
oversampling mechanisms so the sample count for the blurred rays already
benefits from antialiasing/focal blur. But I might be mistaken.
I think the problem are those internal reflections that do happen with
any object that is not just a reflective sphere. This seems to cause an
exponential grow of the rendertime. I don't know enough of the inner
working but MC-Pov (and all the other unbiased render engines out there)
do not have this problem.
Anyway, let me know if you find ways to improve the render time with
UberPOV, as I can't live without blurred reflections anymore.
-Ive
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