I was just doing a scene with about 600 omni lights to represent street lights, using inverse square falloff, and took a dramatic hit in rendering time between it and no falloff.
However i managed to pretty much elliminate the time hit by just setting the end attenuation to about where i thought it would end (could calculate where it reaches about .1 intensity maths wise if you want) and the rendering time went back to nearly usual.
Just a tip i thought i would share, not sure if everyone else knows it.
However i managed to pretty much elliminate the time hit by just setting the end attenuation to about where i thought it would end (could calculate where it reaches about .1 intensity maths wise if you want) and the rendering time went back to nearly usual.
Just a tip i thought i would share, not sure if everyone else knows it.
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