Hi,
We're currently doing a rendering where a bottle is "stuck" inside a fractured (but still not exploded) ice block.
I made an ice shader using a VRayBlendMtl containing one glossy refractive glass shader and a SSS2 material, blending them together.
Now the thing looks really nice and works really good on something like a simple ice cube. As soon as I threw the shader on a multiple fractured ice block (no intersecting faces, no coplanar faces etc.) the rendertimes just skyrocket (mainly the AA pass and the primary GI bounce pass (irradiance map) take ages.
Now is there a way to fake the light scattering and brightening inside the ice block which looks somehow similar (maybe even with some photoshop) and renders faster?
We're currently doing a rendering where a bottle is "stuck" inside a fractured (but still not exploded) ice block.
I made an ice shader using a VRayBlendMtl containing one glossy refractive glass shader and a SSS2 material, blending them together.
Now the thing looks really nice and works really good on something like a simple ice cube. As soon as I threw the shader on a multiple fractured ice block (no intersecting faces, no coplanar faces etc.) the rendertimes just skyrocket (mainly the AA pass and the primary GI bounce pass (irradiance map) take ages.
Now is there a way to fake the light scattering and brightening inside the ice block which looks somehow similar (maybe even with some photoshop) and renders faster?
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