Maby someone is allready ask about that, but I decide to ask again.
This function is a great addition , and is verry usefull most of the cases, but dont get me wrong, I want be able to turn it on and off not only globaly, but per object too, sometimes, I want to have more details in some objects only, not in the entire scene, and I tink this will reduce my render time a lot :), sometimes I add dirt map, but we all know that is not working like detail enhancement…
can this be add in future builds ?? and can this be add at all
Ambient occlusion is not the same as the detail enhancement; DE is a global property of the irradiance map specifically, rather than of individual materials - e.g. it does not make sense to have DE if you are using the light cache or brute force GI.
Have you thought about it yet? Or was it too tricky? I mean, it’s been four years now.
I have on numerous occasions found a great need for a per-objet-DE. Right now we’re working on a scene with finely detailed windows which need that extra enhancement to look good. Rendering the whole scene with DE enabled significantly increases the render time. The other option is to make a regional render with part in question… which is ok as long as you don’t work with animations, imo.
Per object DE would be great to have.
Is it not covered right now with the extratex element with a vray dirt and the include / exclude list? It’s been made more convenient recently too with script access being added to that list so you could make yourself a handy little button to turn a selection into a render element.
Detail enhancement in Irradiance Map is different than vray dirt in extratex element (AO pass)
It’s more like the local first bounce brute-force method, i think
So it will be usefull if we can exclude some objects from detail enhancement calculation.
Regards
Greg
I can’t see how it would be implemented as a render element - afaik it’s simply a way of forcing the irradiance map to take more samples in corners, it is not AO though it does have a radius function that works in a very similar way.
NP
It could be great feature to be able to exclude or include some element from Detail enhancement calc.
For example whole scene is calculated by irradiance map, but detailed objects (some detailed furniture geometry…) are additionally calculated by Detail enhancement (brute force), with small radius, only to correctly show all the details.
I have done irradiance maps on medium, then done a second IRmap with an object pass style setup on high to merge with the first one. Works pretty well. Not sure as elegant as having a DE per object, but works when you need the fine detail and cant afford doing the whole frame on high. You could probably also do a sphere fades IR pass on high to merge with a full one on medium.
Not ideal though - I’ve only done this on scenes where the extra setup time was worth it, ones that took a couple hours per frame and still weren’t good enough in one area.