Hi,
I'm looking for Texture optimisations for GI and Glossy passes.
explanation: I have a lot of textures in very High quality for a very long shot under the rain (several thousands frames). I would like to optimize drastically my GI and Glossy passes. Generally, I use override shader for GI and Reflection and use a "low" version of my Shader.
But in this case, I don't think its a good idea. I have too much "complex" shaders, and too much maps, and I'm not sure to have a gain at the end. What I will gain in Glossy and GI, I will probably loose it in memory (which is allready a problem for me) and in scene maintenance.
So I did a simple test. If I use the "global texture filter Scale" at 20, my gain is about 20% in glossy computation. That would be great to have a separated "global texture filter Scale" for GI and an other for Glossy, independant of the main Texture Scale.
In fact, the best way in my point of view would be to force the mipmapping at a different level (lower) for GI or Glossy passes.
So... is there a way to do that ?
Or maybe someone has a better approach ?
Furthermore, in my case, I see my objects from very near to very far. And, as I walk through in my scene, far objects become near etc...
Generally, if render engine support it, I connect a distance tool to the map filter, to avoid distance flickering. for same reasons evoked above (lot of shaders etc..)
maybe you have a different approach ? something more global ?
PS: maps are in linear .exr
Thanks in advance
I'm looking for Texture optimisations for GI and Glossy passes.
explanation: I have a lot of textures in very High quality for a very long shot under the rain (several thousands frames). I would like to optimize drastically my GI and Glossy passes. Generally, I use override shader for GI and Reflection and use a "low" version of my Shader.
But in this case, I don't think its a good idea. I have too much "complex" shaders, and too much maps, and I'm not sure to have a gain at the end. What I will gain in Glossy and GI, I will probably loose it in memory (which is allready a problem for me) and in scene maintenance.
So I did a simple test. If I use the "global texture filter Scale" at 20, my gain is about 20% in glossy computation. That would be great to have a separated "global texture filter Scale" for GI and an other for Glossy, independant of the main Texture Scale.
In fact, the best way in my point of view would be to force the mipmapping at a different level (lower) for GI or Glossy passes.
So... is there a way to do that ?
Or maybe someone has a better approach ?
Furthermore, in my case, I see my objects from very near to very far. And, as I walk through in my scene, far objects become near etc...
Generally, if render engine support it, I connect a distance tool to the map filter, to avoid distance flickering. for same reasons evoked above (lot of shaders etc..)
maybe you have a different approach ? something more global ?
PS: maps are in linear .exr
Thanks in advance
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