Announcement

Collapse
No announcement yet.

exclude GI calculation for displacment

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • exclude GI calculation for displacment

    I don't know if this was wished before...

    displacement does slow down the calculation pass for LC much. in many cases it's not needed to calculate the GI for displacment because of small values (amount 1). so it would be great to exclude the displacment for prepass calculation.

    best regards
    themaxxer
    Pixelschmiede GmbH
    www.pixelschmiede.ch

  • #2
    That could be a good method.
    In any case the GI is fast, displacement is fast, but when we use both one
    it's really very long or in many case it doesn't want to render big scene like ...
    monsters crowd with displacement

    Comment


    • #3
      We did ask for this some ago:
      http://www.chaosgroup.com/forums/vbu...ad.php?t=39869

      The thing is that now we have to launch two passes if we don't want to have problems during LC calculation, one pass for GI with displacement disabled, and one pass for final render reusing the GI calculation with displacement enabled.

      Would be even better if LC calculations didn't have this problems with displacement or fur, but I guess it isn't feasible the way LC works.

      Comment


      • #4
        Originally posted by Codi View Post
        We did ask for this some ago:
        http://www.chaosgroup.com/forums/vbu...ad.php?t=39869

        The thing is that now we have to launch two passes if we don't want to have problems during LC calculation, one pass for GI with displacement disabled, and one pass for final render reusing the GI calculation with displacement enabled.

        Would be even better if LC calculations didn't have this problems with displacement or fur, but I guess it isn't feasible the way LC works.
        I didn't noticed that.
        Pixelschmiede GmbH
        www.pixelschmiede.ch

        Comment


        • #5
          Just said to get a bit more attention to the problem

          Comment


          • #6
            I remember this is not that easy to implement as it sounds, same goes for "no displacement in nth reflection/refraction. Sadly, ...

            Best regards,
            A.
            credit for avatar goes here

            Comment

            Working...
            X