@ Sven  Actually, not sure Mila shaders were used on the soccer ball, but was to show that new MR features could be accessed at least via string options  and maybe some .dll copying (like formerly necessary for ibl shaders)

The Mila .dll should be called layering.dll  if you want to try.

If you're looking for where to get the .dlls, .. 
  
 Post subject: Re: New GI prototype in v2015?
PostPosted: 09 Dec 2014, 15:47

Looks very good for a feature being in experimental mode (not even publicized).
I agree diffuse is the main thing (and really fast) .. we can get some specular bounces from the mila shaders. Could be best choice for interiors.

Hopefully the right gpu_gi_plugin.dll will be in SP2   (Btw in case someone looks for it, it's in here.)



@Steven, apart from the previous comment, "Fast/accurate" was also based on this.. 
https://elementalray.wordpress.com/2014/07/29/new-gi-prototype-quick-start/

The brute force nature of the technique will provide you with crisp indirect shadows.

The image below renders in 18 minutes at 1080HD using a K6000.
(All of the following renders and time were rendered at 1080HD before resizing to better fit the webpage at 720HD)




On 12/12/14 19:39, Steven Caron wrote:
are they calling this 'fast/accurate'?

On Fri, Dec 12, 2014 at 4:04 PM, Jason S <[email protected]> wrote:
Just a head's up,

A Quick/dirty (yet cute) fast/accurate GI test from RRay, using a "Tron neon soccer ball" with a NoIcon displacment :D
(with light-bouncing/color-bleeding all over the place)


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