Notiusweb wrote:So in doing more testing with Groom hairs it seems the density is affecting the render speed.
I am going to guess it has to do with a greater # hairs = a greater # of calculations
But also with Opacity, an opacity of 1 renders fast and then towards 0 renders slower. This is not just with Grooms but also with any opacity masked texture.
Which brings me this question - Why is this the case with Opacity?
Is it rays of light have to navigate through that opacity texture, to produce the correct shadow etc....
But then why would a higher opacity towards 1 be easier than a lower opacity towards 0.
Is it because the absolute geography the light muss be calculates is greater towards 0 than towards 1?
In a nutshell - Opacity...WTF?...
As I understand it, the higher opacity of a surface, the more quickly any given ray that passes through it will reach the Path Termination Power, and stop being calculated. Each time a ray passes through a surface that is less that perfectly transparent, it loses some power until it hits the Termination cut-off. So for example, a stack of 1000 90% opaque surfaces will quickly kill a ray in the first few intersections, but a stack of 1000 0.5% opacity surfaces will require many more intersections and calculations before cut-off. You should be able to tweak the behavior with your depth samples and the Path Term Power setting, but it's just the nature of ray-tracing.