Ancient Technology: The Light Trap

Started by Simius Strabus, July 03, 2012, 06:56:25 AM

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Oshyan

Quote from: Simius Strabus on July 05, 2012, 07:01:32 AM
BTW, increasing the displacement tolerance is having a tremendous effect on render times....

What did you increase it to?

- Oshyan

Simius Strabus

At first I tried 2, but I had to go to 3 to get rid of the clipping. Anyways, I solved the problem by using 4 separate object to act as the obelisk reflectors.
Why stop dreaming when you wake up?

iMac i7 2.8GHz 8Gb

Oshyan

Generally we don't recommend values above 2, but if it's required in this case to fully fix the issue, obviously that's what you'd need to use. Generally it's the exception rather than the rule to need values that high. But indeed it will increase render time, especially at higher values above 2.

- Oshyan

cyphyr

This is a situation where a localised tolerance value could be useful, possibly also a localised compute terrain.
(if such things exist)
Richard
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Oshyan

Interesting idea, but I really don't know if that's possible...

- Oshyan

Dune

I used a localized compute terrain when making walls, by feeding the walls' area  + compute terrain (smooth and low patch size) as child through a blended surface shader into the normally computed terrain.

Simius Strabus

Thanks for the info Dune, I'll give it a go.
Why stop dreaming when you wake up?

iMac i7 2.8GHz 8Gb