Feature requests, bug reports and related discussion
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filippo
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by filippo » Fri Dec 28, 2007 1:47 am
if it's possible to set a option to add the quality near the camera and to decrease them to the increase of the distance?
filippo
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Kram1032
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by Kram1032 » Fri Dec 28, 2007 9:37 am
How should that work?
Should the rays get less accurate, when being in bigger distance?
Would be good to speed up the render, but I don't think, it'd work...
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fishbowl
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by fishbowl » Fri Dec 28, 2007 6:14 pm
I know that sort of thing is possible in biased renderers, like MentalRay. It may conflict with what unbiased renderers are about, but it would certainly be a sensible feature, somewhat like exit portals.

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filippo
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by filippo » Fri Dec 28, 2007 7:58 pm
fishbowl wrote:I know that sort of thing is possible in biased renderers, like MentalRay. It may conflict with what unbiased renderers are about, but it would certainly be a sensible feature, somewhat like exit portals.

in mental ray exists a BPS tree that it work in similar way.
filippo
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
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Zom-B

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by Zom-B » Sat Dec 29, 2007 12:38 am
Kram1032 wrote:How should that work?
Simply by using a depth map to control where the rays have to go mostly...
polygonmanufaktur.de
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StompinTom

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by StompinTom » Sat Dec 29, 2007 7:10 am
well what about off camera lightsources? the way youre proposing, anything outside the frame or far from the camera would be ignored...
way i see it, its gotta sample the whole scene to get a good representation of all the light interactions.
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OnoSendai

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by OnoSendai » Mon Jan 14, 2008 1:22 am
Indigo has max quality everywhere, all the time

(only half joking there)
When I get round to MPD/subdivision surfaces, there will probably be some view-dependent subdivision going on then. (smoother surfaces + more tris closer to the camera)
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