Usually the lions share of the render time is spent tracing the shadow rays. The shadow ray is the ray shot from the scene towards each light when the intersection between the eye ray and the scene is found. The smaller the grid cell size, the more memory it takes and the more memory it takes to build, but the faster the final render. The width and height of each grid cell in pixels. When an intersection is found, some of the polygons within the cell can be skipped based on their depth. To render the scene, the ray only needs to be intersected with the polygons within the cell the ray is in, starting from the closest one. To increase calculation speed of the intersections between the eye ray and geometry, the render plug-in divides the render viewport into smaller rectangular regions, builds a list of polygons in each of these regions (grid cell), and sorts the polygons by the distance to the camera. The eye ray is the primary ray shot from the camera into the scene. Building the grid takes some time, and storing the grid takes memory, lots of memory if the scene is big, so sometimes it may be better to turn off the grid, or change the grid parameters. Controls the size/number of the grid cells used for eye ray and shadow ray speed.
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