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"not rendered in 3DS MAX", does this mean that version 1.1 is totally stand alone ??????
Nope. But the dynamic raycaster (like most things in VRay) was developed outside of Max; this will make it easier to add it to the standalone version too.
Ok obviously there is a lot of geometry being rendered here, but is V-Ray generating it all on the fly?
Some things remain permanently in memory, while some things are (re)generated on the fly. The hair description, for example, stays in memory, while the actual geometry produced by that description is generated on the fly.
Cheers,
-dave
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But what is all this good for? fur engine? advanced displacement? what is the idea?
The original idea was to render large scenes with many millions of polygons, cached to disk or generated on the fly. A second goal was to use that to render hair (for example, defined by Shag:Hair), displacement (for example, RGB displacement) and other procedurally defined geometry (maybe render-time mesh smooth and things like that...).
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