displacement does slow down the calculation pass for LC much. in many cases it’s not needed to calculate the GI for displacment because of small values (amount 1). so it would be great to exclude the displacment for prepass calculation.
That could be a good method.
In any case the GI is fast, displacement is fast, but when we use both one
it’s really very long or in many case it doesn’t want to render big scene like …
monsters crowd with displacement
The thing is that now we have to launch two passes if we don’t want to have problems during LC calculation, one pass for GI with displacement disabled, and one pass for final render reusing the GI calculation with displacement enabled.
Would be even better if LC calculations didn’t have this problems with displacement or fur, but I guess it isn’t feasible the way LC works.