Hi all!
1) I love the dynamic bucket splitting feature, but sometimes the render gets stuck on a bucket with high contrast, for example very bright small lights. Currently only that bucket will be rendering leaving the rest of the CPU's cycles to idle around. Would it be possible to take that same bucket and render it parallel to the current one, but split between the number of currently idle buckets?
The parallel split bucket will very likely be much much faster and could then replace the still rendering original bucket.
2) Kind of building on 1), would it a good idea to have an inbuilt optimisation or toggle/spinner that will make VRay lower the time spent on high-contrast highlights? A lot of times this could easily be blurred over (bloom/DOF/etc), not needing so many samples. Usually the line would be very jaggy/hard anyway.
I know there is the option of ray/image clamping.
3) As mentioned here as well http://forums.chaosgroup.com/showthr...186#post697186
Somewhat similar to VRayEdgesTex, but a shader that would have a gradient along the outline of the geometry only with a blurring option. This would allow you to give some edge to catch the light on single-sided geos.
One possible way to access this might be to query if the current blur sample is inside of a UV poly or not, if that would work.
Thanks!
Rens
1) I love the dynamic bucket splitting feature, but sometimes the render gets stuck on a bucket with high contrast, for example very bright small lights. Currently only that bucket will be rendering leaving the rest of the CPU's cycles to idle around. Would it be possible to take that same bucket and render it parallel to the current one, but split between the number of currently idle buckets?
The parallel split bucket will very likely be much much faster and could then replace the still rendering original bucket.
2) Kind of building on 1), would it a good idea to have an inbuilt optimisation or toggle/spinner that will make VRay lower the time spent on high-contrast highlights? A lot of times this could easily be blurred over (bloom/DOF/etc), not needing so many samples. Usually the line would be very jaggy/hard anyway.
I know there is the option of ray/image clamping.
3) As mentioned here as well http://forums.chaosgroup.com/showthr...186#post697186
Somewhat similar to VRayEdgesTex, but a shader that would have a gradient along the outline of the geometry only with a blurring option. This would allow you to give some edge to catch the light on single-sided geos.
One possible way to access this might be to query if the current blur sample is inside of a UV poly or not, if that would work.
Thanks!
Rens