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Man, I need to do some "blog-posting" on this one right now...
See the attached scene? That's micronormals-based blurred reflections 
(with a lousy 10 averaged textures) combined with scattering media. 
That's a good recipe for /ugly/ render times: It took beta.34 a bit over 
50 minutes worth of CPU time on my Linux machine (not to speak of 3.6, 
which took over 60 minutes wall clock time).
I just managed to cut that down to less than 25 minutes of CPU time with 
a patch.
Boy, I love it when render times crumble...!
Other scenes combining averaged or pattern-mapped textures with media 
will likely benefit, too (though possibly not to such an extreme).
 
 Post a reply to this message 
 
Attachments: 
Download 'micronormals.pov.png' (408 KB)
 
  
Preview of image 'micronormals.pov.png'
   
   
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(Whoops - did I just post a binary in a non-binaries newsgroup? Sorry... 
I guess I'm a bit over-excited right now :-) I wonder what happens with 
the picture: Will it self-destruct by some mysterious force in a few 
ticks? Hum...)
 
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That certainly is an interesting development. Good work (as always).
Thomas
 
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clipka <ano### [at] anonymous org> wrote:
> (Whoops - did I just post a binary in a non-binaries newsgroup? Sorry...
> I guess I'm a bit over-excited right now :-) I wonder what happens with
> the picture: Will it self-destruct by some mysterious force in a few
> ticks? Hum...)
A ghost from the '80s appears and shouts at you for overwhelming their UUCP
link. Luckily you don't have a sig that's more than 4 lines, or you'd really be
in trouble!
 
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Edouard schrieb:
> A ghost from the '80s appears and shouts at you for overwhelming their UUCP
> link. Luckily you don't have a sig that's more than 4 lines, or you'd really be
> in trouble!
I attack the ghost with my silver sword.
(*rolls dice*)
 
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Le 24/08/2009 09:58, clipka nous fit lire :
> Edouard schrieb:
>> A ghost from the '80s appears and shouts at you for overwhelming their
>> UUCP
>> link. Luckily you don't have a sig that's more than 4 lines, or you'd
>> really be
>> in trouble!
> 
> I attack the ghost with my silver sword.
> 
> (*rolls dice*)
You score a wonderful critical hit...
but it seems to have no effect on the ghost.
On second thought (easy success in occultism/knowledge/wisdom), you now
remember that silver is for lycanthrope, you need cold iron against
ghosts & spirits.
Despite your unfriendly move, the ghost keeps sentencing you for what
looks like hours and days.
Sleepless and bored to death, you finally fall to the ground.
When you wake-up, only 5 seconds since your last move has really elapsed.
 
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Nice effect.  What was the key to the speedup?
...Chambers
 
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Chambers schrieb:
> Nice effect.  What was the key to the speedup?
Until now, media effects between a ray's origin (e.g. the camera) and an 
object would be computed for each of the object's sub-textures 
separately (except for multi-layered textures).
Somehow I thought that didn't really make much sense...
I moved that code to be called only after all sub-textures have been 
evaluated.
 
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