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indirect lighting map

Posted: Fri Jul 08, 2011 6:55 pm
by gah5118
i dont know how practical this would be... but it would be interesting to see a feature like final gathering map or shadow map in mental ray. this could work in this manner. you are working on your part looking at one angle, at this time its storing the lighting information. when you rotate, the information of that other angle is still there so when you rotate back a good portion is already rendered while only other parts need to be updated.

again.. dont know how practical this is but it would be interesting to see and would improve work speed as it does with MR. can be very useful for animations where an object and its lighting aren't moving but only the camera is.

on another note a slight change i would like to see is the continuation of a render. its frustrating when you have something rendering to lets say 2000 samples but want to go further... you should just have to slide it over and it continues without having to restart.

ah and layered materials. i know that there is material mix... but im referring to something similar to maxwell or fryrender. its pretty useful to have these and to use alphas to mask out layers for nice effects.

Re: indirect lighting map

Posted: Sat Jul 09, 2011 9:42 pm
by abstrax
I don't like saying the word "impossible", but I don't think you can implement something like that in unbiased renderers like Octane. It's hard to explain but the way they work dosn't allow caching of intermediate results for different camera positions since that's just way too much information/data.

Cheers,
Marcus

Re: indirect lighting map

Posted: Mon Jul 11, 2011 6:26 pm
by gah5118
This is what i figured but wasnt sure.... if anything its a new challenge if you guys are looking for new territory to explore! would be amazing to see a feature like this in an unbiased renderer.