|
|
Alain <aze### [at] qwertyorg> wrote:
> If you use blured reflection, there will be interreflection between
> objects that both have blured reflection. It will greatly increase the
> rendering time.
> If you have a 50 samples blured reflection, after 2 surfaces, you'll
> have 2500 rays, 125000 after 3 surfaces, 31250000 after 4,.... Some
> pixels can take for ever and tomorow to render.
>
> What you can do:
> Have the objects with blured reflection in two instances.
> The first one have the blured reflection and the no_reflection flag.
> The second will only have normal reflection and the no_image flag.
>
> That way, the object that you see directly will have blured reflection,
> but the one that you see in (blured) reflection will have normal
> reflection preventing the exponential increase in the number of rays.
>
>
>
> Alain
Thank you so much! That's a very smart idea. With radiosity and anti-aliasing,
the complete image already takes several days to render at full resolution, and
I haven't even added the bullets yet.
I've never used blurred reflection before so I'll try the method described in
the POV-Wiki Knowledgebase:Language Questions and Tips Topic 13. Those casings
definitely need blurred reflection.
Regards,
Dave Blandston
Post a reply to this message
|
|