Pretty cryptic topic title I know, but it's not such a cryptic idea.
We all know that using blurred reflective materials (which have low glossiness and high subdivs) is a major render time killer. However, the impact is compounded when a low gloss surface reflects another low gloss surface (which is of course in turn reflecting the first low gloss surface, etc, etc) causing the calculations required to resolve the render to multiply manyfold.
My question is, could we force all blurry materials to ignore the blurred reflections from other materials and just reflect a standard (1.0 glossiness) reflection from them instead? I would be surprised if, in the majority of architectural situations, one could see any difference in the final render (as the first reflection is blurred anyway), so it seems like it would be a very effective (and possibly simple? ;D) way of cutting render times dramatically with very little quality compromise.
Or is this already possible? :-\
Jackson
We all know that using blurred reflective materials (which have low glossiness and high subdivs) is a major render time killer. However, the impact is compounded when a low gloss surface reflects another low gloss surface (which is of course in turn reflecting the first low gloss surface, etc, etc) causing the calculations required to resolve the render to multiply manyfold.
My question is, could we force all blurry materials to ignore the blurred reflections from other materials and just reflect a standard (1.0 glossiness) reflection from them instead? I would be surprised if, in the majority of architectural situations, one could see any difference in the final render (as the first reflection is blurred anyway), so it seems like it would be a very effective (and possibly simple? ;D) way of cutting render times dramatically with very little quality compromise.
Or is this already possible? :-\
Jackson
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