so I've been trying to get my brain around the Raycaster params, I read a bit about BSP trees so I'm wondering if this is right......
the raycaster controles the amount VRay subdivides a mesh?, or the amount of ray cast intersections(bounding boxes) to be found? (probably the second)
Maximum tree depth: how far VRay will subdivide the bounding boxes(intersections) when they need refinment.
Min leaf size: the size of the bounding box, when the min size is reached even if the tree depth hasn't reached it's max depth the subdividing will stop.
face/level coef: this is how many faces the bounding boxes have
so I wanted to see what everyone had to say about these, not shure if I'm right or not. what I have found is that when I increase the max tree depth the Irradiance map speeds up, just trying to understand whats going on.
any help would be grand
_Jay
the raycaster controles the amount VRay subdivides a mesh?, or the amount of ray cast intersections(bounding boxes) to be found? (probably the second)
Maximum tree depth: how far VRay will subdivide the bounding boxes(intersections) when they need refinment.
Min leaf size: the size of the bounding box, when the min size is reached even if the tree depth hasn't reached it's max depth the subdividing will stop.
face/level coef: this is how many faces the bounding boxes have
so I wanted to see what everyone had to say about these, not shure if I'm right or not. what I have found is that when I increase the max tree depth the Irradiance map speeds up, just trying to understand whats going on.
any help would be grand
_Jay
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