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Just picking up on old posts I hadn't found the time to read, so here's
some quite late reply...
Am 27.05.2013 19:52, schrieb Samuel Benge:
> It would be great if POV-Ray got a render engine overhaul sometime. What I am
> specifically thinking of here is if focal blur + dispersion were combined, to be
> able to use a low dispersion_samples value that would be multiplied by the
> camera's blur_samples value, to save time when rendering both.
Currently working on something along those lines, actually.
> Same thing with
> radiosity: multiply "count" by the camera's focal blur samples.
As for the combination of focal blur and radiosity, that won't fly,
because radiosity samples are cached and re-used, so you don't get
<blur_samples> * <radiosity count> secondary rays anyway. (That's
actually the difference in technique between POV-Ray and MCPov as far as
indirect illumination is concerned.)
It should work though for the combination of radiosity and other
multi-sample effects, such as radiosity and area lights. (Not sure off
the top of my head whether radiosity sampling currently honors area
lights or just simplifies them to point lights.)
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