Vlado i think you owe me one
as you may or may not remember, ive been having major issues with rendering speed when trying to use vrayclipper or distance-tex and opacity to slice a model,
This has been due to the number of transparency levels needed, and its at its slowest when the model is completely invisible, which is counterintuitive.
i have found a really great solution, but it should be somehow incorporated into vray rather than requiring my hack.
if i apply a displacement modifier to the geometry set to clip, using the same map i use for opacity,and set it to very low resolution (dont need a detailed displacement, just a rough approximation) it subdivides, then deletes all the sub-faces that are completely transparent, before any transparency calculations are done.
depending on how much of the model is transparent, the speedups can be absolutely enormous. (my first frames with the model entirely transparent, have gone from 5 hrs + down to 2 minutes... (!)
on later parts where the model is say 50% revealed, i get speedups in the 4 - 8x range.
id imagine this could be applied wherever transparency is used to clip a model..
at the moment the displacement mod is causing some rendering artifacts in my scene, which im hoping i can fix.
- i really need a way to do the face clipping without *any*surface displacement, even tiny amounts are messing with my model.
the other alternative is vol. select and deletemesh, but that is dog slow compared to the displacement mod.
is that a nice method or...?
as you may or may not remember, ive been having major issues with rendering speed when trying to use vrayclipper or distance-tex and opacity to slice a model,
This has been due to the number of transparency levels needed, and its at its slowest when the model is completely invisible, which is counterintuitive.
i have found a really great solution, but it should be somehow incorporated into vray rather than requiring my hack.
if i apply a displacement modifier to the geometry set to clip, using the same map i use for opacity,and set it to very low resolution (dont need a detailed displacement, just a rough approximation) it subdivides, then deletes all the sub-faces that are completely transparent, before any transparency calculations are done.
depending on how much of the model is transparent, the speedups can be absolutely enormous. (my first frames with the model entirely transparent, have gone from 5 hrs + down to 2 minutes... (!)
on later parts where the model is say 50% revealed, i get speedups in the 4 - 8x range.
id imagine this could be applied wherever transparency is used to clip a model..
at the moment the displacement mod is causing some rendering artifacts in my scene, which im hoping i can fix.
- i really need a way to do the face clipping without *any*surface displacement, even tiny amounts are messing with my model.
the other alternative is vol. select and deletemesh, but that is dog slow compared to the displacement mod.
is that a nice method or...?
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