I like the AO effect, except for the render times. Why not go for
full GI if it's only a little bit longer to render?
This will be fixed (atleast to some extent) in V6: the RayTracer VSL
object can evaluate only the ray distance, which should make AO quite
a bit faster.
That's nice to hear. I want V6!
Is it possible to implement some kind of adaptive raycount, i.e.
before starting the real tracing, the Raytracer object looks around a
bit for close objects or close surface curvatures and determines
raycount from there. For this first step, no materials would have to
be evaluated, just geometry. Basically, what I mean is: use high
raycount/low blur where it's needed near details and corners, low
raycount/high blur in the middle of large areas. The Blur effect
would have to be adaptive too - difficult...
tnx,
Mark H