
The scene uses only diffuse materials, one being blended step-less with a null material.
bidir+mlt, no bump used.
Gaussian is the splat filter, as I'm used.
I own no glory for the procedural plants wich are part of the Maya library (cactusGrass).
That's the render buffer with 1.1.18 after 60mn (and exactly 60 spp !).
Thanks for all the nice feedback I had already with that image.
Materials will be shared soon and I have good hope to see the stone wall
shader translated one day into ISL, based one a simple, tiling mask map.
I can describe the procedure if someone is willing to code it.
As mentioned otherwhere the initial geometry for the wall is a plane
(two triangles), max_subds::12, pixel_threshold::1.9, error::0,
subdivision_smoothing is set to false.
More details:
Code: Select all
<mesh>
<name>|pPlane4|pPlaneShape4</name>
<normal_smoothing>true</normal_smoothing>
<scale>0.01</scale>
<max_num_subdivisions>12</max_num_subdivisions>
<subdivision_smoothing>false</subdivision_smoothing>
<merge_vertices_with_same_pos_and_normal>true</merge_vertices_with_same_pos_and_normal>
<displacement_error_threshold>0</displacement_error_threshold>
<subdivide_pixel_threshold>2</subdivide_pixel_threshold>
<external>
<path>objs/1/-pPlane4-pPlaneShape4.obj</path>
</external>
</mesh>