Back in the day mental ray for 3ds max had a really useful feature, I think it was call environment blur.
It was a map you put in the environment slot of your material which contained an instance of your HDR-map. The "environment blur"-map blurred the HDR image based on the glossiness value of your material. This meant you only needed one sample for the environment based reflections.
Here´s where it got really useful: you could set a different value for the environment blur map and for the materials glossiness value. That meant the environment reflections of a material could be blurry while the materials ray traced reflections could be sharper. While not physically correct, it gave the illusion of a material being blurry, while speeding up your rendering a lot.
A feature like this would be really useful if you do renderings with lot of metals and its important to have fast render times.
It was a map you put in the environment slot of your material which contained an instance of your HDR-map. The "environment blur"-map blurred the HDR image based on the glossiness value of your material. This meant you only needed one sample for the environment based reflections.
Here´s where it got really useful: you could set a different value for the environment blur map and for the materials glossiness value. That meant the environment reflections of a material could be blurry while the materials ray traced reflections could be sharper. While not physically correct, it gave the illusion of a material being blurry, while speeding up your rendering a lot.
A feature like this would be really useful if you do renderings with lot of metals and its important to have fast render times.
Comment