It has always been that using opacity maps with Vray has been a no-no as vray is far slower rendering overlapping opacity mapped geometry than it is pure geometry itself.
Is this still the case with SP2 and will it be the case with SP3?
We use Onyx to generate trees and convert them into vrayproxies. They are used both at long distance and close to the camera. Far away from the camera, they look fine, but the closer they come to thew camera the more they fall apart as the leaves are little squares of colour (with a bitmap of a leaf 'bodged' into them) rather than nicely defined leaves as you would hope for.
Trees, obviously, have shit loads of geometry in them, and there are multiple layers of leaves overlapping each other from the point of view of the perspective.
Must I continue to use 'square' low detail leaves in this way in order to achieve realistic render times?
Is this still the case with SP2 and will it be the case with SP3?
We use Onyx to generate trees and convert them into vrayproxies. They are used both at long distance and close to the camera. Far away from the camera, they look fine, but the closer they come to thew camera the more they fall apart as the leaves are little squares of colour (with a bitmap of a leaf 'bodged' into them) rather than nicely defined leaves as you would hope for.
Trees, obviously, have shit loads of geometry in them, and there are multiple layers of leaves overlapping each other from the point of view of the perspective.
Must I continue to use 'square' low detail leaves in this way in order to achieve realistic render times?
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