I was wondering about this for quite some time now because I experienced the following:
When I render a scene with GI and secondary bounces (direct compute, not the photon map) it obviously takes longer to render compared to the same scene without secondary bounces. But: also the Irradiance map computation takes longer, and not only the second (the final) render process. I always thought that the whole Idea of the Irradiance map is to have a quick, one-bounce GI solution and that it doesn´t care about secondary bounces at all, so why are they evaluated during this process when they are also computed later again during the final render process (which also takes longer) after its calculation? It seems to be a double negative speed hit, first during irradiance map calculation, then again during the final render process. Since nobody seems to question this I guess it´s supposed to be that way but why?
Stefan
When I render a scene with GI and secondary bounces (direct compute, not the photon map) it obviously takes longer to render compared to the same scene without secondary bounces. But: also the Irradiance map computation takes longer, and not only the second (the final) render process. I always thought that the whole Idea of the Irradiance map is to have a quick, one-bounce GI solution and that it doesn´t care about secondary bounces at all, so why are they evaluated during this process when they are also computed later again during the final render process (which also takes longer) after its calculation? It seems to be a double negative speed hit, first during irradiance map calculation, then again during the final render process. Since nobody seems to question this I guess it´s supposed to be that way but why?
Stefan
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