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"Tom York" <alp### [at] zubenelgenubi34spcom> wrote:
> Well, this was going ok until I ran into meshes (possibly other primitives
> as well), which use their own internal bounding hierarchy that the shader
> can't access or know about.
>
> The methods I've started using to allow implementation of a user-specified
> search distance (and speed up the effect) involve producing a cut-down
> bounding hierarchy from the scene for picking up intersections along
> occlusion rays, and the mesh's internal bounding sidesteps all of that.
>
> Since I use meshes a lot, I decided not to spend any more time on this for
> now. I'm going wait for 3.7 and see what the situation is then. From the
> sound of it a lot of the code will have been cleaned up.
>
> Attached is the last attempt, with the occlusion pigment providing the
> surface colour (ranging from very dark blue to white), diffuse shading
> only. Three lights were used, two of them shadowless. Render time (with
> non-exclusive use of the processor) was 55 minutes for 128 occlusion sample
> rays and +A0.3 +AM2 +r1, on a 2.4GHz P4. You can get a reasonable preview
> quality image in about 7 minutes with between 8-32 sample rays.
>
> Tom
Fell on this discussion by accident, I try bumping this up to show interest does
exist: Is this an abandonned project now? or is there an alternative solution in
3.8 through aoi pattern or other "new" features?
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