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ignoring displacement for irradiance map calculation

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  • ignoring displacement for irradiance map calculation

    when displacement is used the irradianc map calculation takes much longer but for terrains etc. it only adds minor or no effect to the lighting situation.

    sure you can do a first rendering without displacement and only calculate the gi and then render the scene with the stored irradiance map.

    but i think it would be nice to have object settings that let you render the displaced geometry but for irradiance map it only takes the undisplaced objects into account?

    one reason for this wish is, that the other way is not possible when using bucket rendering instead of single frame for irradiance map.

  • #2
    Some time ago, there was a long compiled list of wishes, and among them i wished for controllable shader depth for just that sort of thing. Could also chose to exclude bumps some certain calcualtions too. Doing SSS on displaced geometry for things like murky water and snow, it could yield better results.
    Signing out,
    Christian

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