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Am 30.08.2012 21:51, schrieb Robert McGregor:
I really love to hear that.
> The only drawback is that the SSLT version took 60 times longer to render than
> the non-SSLT version. 20% of this extra time is for the SSLT calculations, but
> the SSLT.
That's not really true; say you have an SSLT marble floor, a huge area
light, and some object casting a shadow on the floor: If we'd ignore the
area light and treat it as a point light, we'd get quite a sharp shadow,
softened only by the marble's SSLT effect; this is because SSLT doesn't
/complement/ the classic diffuse surface mechanism, but /replaces/ it.
But there's indeed still room for optimization: For SSLT, we could get
away with much lower area light quality.
What area light settings did you use? I guess for your scene it'll make
a huge difference whether you're using "adaptive 1" or "adaptive 0".
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