You might be running into some precision errors in the math causing more work 
to be done in the shader than necessary.

As you move away from the world origin the precision of the numbers involved in 
calculations get less precise.  Ambient occlusion is a very involved process in 
that probe rays are cast all over the place to determine what is surrounding a 
given point on a surface.  In some cases, there is logic to cast additional 
rays along paths if certain conditions are found such as a probe ray hitting 
the backside of polygon.  When math is less precise, there may be situations 
where the continuing probe ray may be positioned in such a way that the ray is 
recast along the same path and hit the same intersection point again causing 
recursion until a different terminating condition is met.

First thing to check is to see if you get consistent and expected results.  If 
so, you may be hitting a recursion issue due to precision problems.  If you get 
inconsistent results, then there's something else going on.

One test to try is to freeze transforms of your objects and flatten hierarchies 
as much as possible so they are horizontal instead of vertical.  This will 
reduce the amount of calculations necessary to determine the position of a 
polygon, for example, and therefore also reduce any precision errors that may 
possibly be occurring.

While working on past projects it was determined that anything outside of 
[-4000...4000] units away from the origin will start to show artifacts from 
precision issues in mental ray.  For example, edge of a shadow falling in an 
incorrect location.



Matt





From: [email protected] 
[mailto:[email protected]] On Behalf Of Tim Crowson
Sent: Thursday, April 19, 2012 11:18 AM
To: [email protected]
Subject: Trouble with Mental Ray AO on objects which are very far from the 
origin

We have some scenes that are rather large, with objects that are needing AO 
shading, but which are very far from the origin (15,000-20,000 units away). The 
environment is enormous.

Anyway, the further the object is from the origin, the longer it takes MR to 
render it's AO. We can even take a simple scene with a couple of primitives, 
move them way out, and see the same slow rendering.

1) is this unique to MR?
2) is there a known solution? (apart from scaling the whole scene down, which 
is not an option)
--



Tim Crowson
Lead CG Artist


[cid:[email protected]]


Magnetic Dreams Animation Studio, Inc.
2525 Lebanon Pike, Building C. Nashville, TN 37214
Ph  615.885.6801 | Fax  615.889.4768 | 
www.magneticdreams.com<http://www.magneticdreams.com>
[email protected]<mailto:[email protected]>


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