Just a simple question, and I think this should go under the theory section, because I'm interested in the in-depth whys as well. So, why does a scene with opacity mapped surfaces (in my case, leaves) tends to render almost forever compared to a non opacity mapped one.
In my case, to give some exact numbers, I'm trying to render a huge wall surface with lots of ivy leaves all over the wall. The scene setup is pretty simple, approx. 7million polygons for the ivy objects, few thousand for the wall structure, lit with a dome light projecting the VRaySky shader, and with irradiance map for the further bounces, and, of course, a VRaySun light object. I'm rendering all this into a vrayimage file in 3000x2200px resolution.
Without the leaves opacity mapped, the scene takes 2,5hours to render, and almost noiseless.
With the leaves opacity mapped, the scene renders in more than 30 hours (I've waited it out,...) and there is visible noise among the leaves.
I just can't understand, where that tremendous amount of computation time goes. All because of the opacity maps? Is this related to filtering? Is opacity mapping really the nightmare of this type of raytracing?
(Right now, I'm experimenting with clipping with displacement...I'll see how far that goes.)
regards,
In my case, to give some exact numbers, I'm trying to render a huge wall surface with lots of ivy leaves all over the wall. The scene setup is pretty simple, approx. 7million polygons for the ivy objects, few thousand for the wall structure, lit with a dome light projecting the VRaySky shader, and with irradiance map for the further bounces, and, of course, a VRaySun light object. I'm rendering all this into a vrayimage file in 3000x2200px resolution.
Without the leaves opacity mapped, the scene takes 2,5hours to render, and almost noiseless.
With the leaves opacity mapped, the scene renders in more than 30 hours (I've waited it out,...) and there is visible noise among the leaves.
I just can't understand, where that tremendous amount of computation time goes. All because of the opacity maps? Is this related to filtering? Is opacity mapping really the nightmare of this type of raytracing?
(Right now, I'm experimenting with clipping with displacement...I'll see how far that goes.)
regards,
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