Hi Neil,


> I can imagine it's far too slow for practical use.

This may be true for animations but for stills, slow render times are
often
not an issue.


That's true to a certain extent. But it can be quite annoying when you have
to make test renders and you have to wait several minutes each time, even
for small pictures.

Arjo.



I forgot to mention that the 'ConcretecracksSDS' project I uploaded also contains a modified ambient occlusion shader 'AOaa2' that slows it down even more. Make this RT-invisible or delete it to get a fair impression of the crackedconcrete shader! Slow shaders may not be really problematic - until you combine them with other slow methods like AO, GI or displacements... things are being multiplied.

About this half-baked AOaa2 shader: it contains a few lines extra inside the ao=Raytracer(...) line.
The idea was to make Raycount also depend on the Antialiasing channel:

tmp=divide(Signal, Antialiasing)
Raycount *= Linear(tmp)

In other words, boost Raycount in noisy areas where it's needed. I don't even know if it's a valid idea, but it seems to make the noise a bit softer. Maybe worth investigating a bit more... unfortunately I have a few weeks of heavy modeling ahead, no time for fancy stuff :(

-Mark

Reply via email to