andrian wrote:Take a look at this request almost 1 year ago:
http://www.refractivesoftware.com/forum ... f=9&t=1825
Even self proclaimed for the most "physically proper unbiased" renderer around - Maxwell Render, has this future - switching indirect/direct caustic calculations on and off for refractions and reflections along with illumination switch - indirect and direct..
Imagine how this will lower the memory footprint in some cases.
maxwell.gif
This will lower render times pretty much as well and it's nor required in most cases..
In this case - Octane Render, I think it's a must, even if the MLT core will speed things up in this area...
I have been thinking about adding a new animation-centric render kernel,
or upgrading directlighting to it.
Basically you would have full manual control, eg direct lighting, with optional ambient occlusion, and depths per BRDF type (eg you can configure X amount of diffuse, X amount of glossy and X amount of specular bounces, with options for reflection and transmission), which due to configuration can also cut away caustics out of the rendering equation.
I developed a kernel like this which was rather unique for luxrender back in the days, to use it for animation rendering for a french movie.
I still think it's a viable option, for a select number of applications.
Eg, those wanting absolute speed with a tradeoff for quality will be able, given more complex configuration (like vray), decent rendertimes for projects that don't require absolute unbiased/path traced quality, eg animations.
You could for example, configure it with maxdepths for specular reflection and transmission (separately), and then add 2-3 bounces of indirect diffuse (diffuse <> diffuse only, eg no caustics or diffuse <> glossy), and add 1-2 bounces of glossy reflection.
This will give you a decent looking image for animations, compared to a pathtraced image it will lack some 'depth', but will still be very nice and acceptable for animations, with no fireflies, and very fast rendertimes. (arnold does something similar)
The problem with this approach is that it's complex to configure (although presets might help), and it will be very difficult to use for scenes where unbiased renderers really shine at currently (complex architectural interior renderings for example)
Kernels like this are perfect for outdoor scenes, and propperly lit (with several area lights, unoccluded) animations of subjects, eg cars, characters, products, etc...
The problem is that they do not offer any empirical / configuration-less quality, and they need to be finetuned for the scene in question with great precision. They also are completely unusable for some scenes (as stated above, complex interiors, and light beam/trap experiments etc...)
We would like to focus on the new unbiased render kernel with importance sampling and efficient caustic rendering first though, i will keep developing an improved concept of a 'kitchensick' renderkernel in my head and we will see what happens after 2.5 timeline wise. (we need to focus on finishing and releasing v1.0 final, that's our main priority)
Radiance