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One thing which could help is if the user could control how many rays
are spawned from a point, depending on the situation.
For example, if you are emulating blurred reflections using averaged
textures, it would suffice to use much simpler scene settings for rays
sent from this surface (because most of the detail would be blurred out
anyways). You might not need, for example, to calculate area lighting
for things hit by these rays. Also if such a ray hits another object
with blurred reflection, it might be enough for it to have just regular
reflection instead.
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- Warp
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