Am 11.08.2016 um 23:43 schrieb Ive:
> 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.
I wouldn't be surprised about that; UberPOV's algorithm to determine the
number of secondary rays per reflection is still very primitive, and
leaves much to be desired.
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