lisux Posted October 29, 2004 Share Posted October 29, 2004 I'm using the raytracing in mantra and comparing it with prman raytracing and i get some doubts: -Can i set the depth for the rays, for example for reflections a depth of 2 and for refractions a depth of 3, so i can optimize my renders? -I've seen in the mantra ROP that exists a supersampling for raytracing, "decouple ray sampling", this is an antialiasing for rays? Thanks again Quote Link to comment Share on other sites More sharing options...
aracid Posted October 29, 2004 Share Posted October 29, 2004 hey lisux under ur obj, theres a render tag, the reflect bounce and refract bounce is pretty much what u looking for "the depth of rays" etc. and by changing the LOD, it will set the "supersampling for raytracing" in mantra, and Shading quality is similiar to what PRMAN offers u. anyways i hope this is what u were looking for all the best aracid Quote Link to comment Share on other sites More sharing options...
lisux Posted October 29, 2004 Author Share Posted October 29, 2004 hey lisuxunder ur obj, theres a render tag, the reflect bounce and refract bounce is pretty much what u looking for "the depth of rays" etc. Yeah thanks that's what i'm looking for. and by changing the LOD, it will set the "supersampling for raytracing" in mantra, and Shading quality is similiar to what PRMAN offers u. Ok, so if i increase the LOD i'm increasing the default ray samples defined by the mantraROP? is a multiplicator for the ray samples mantra ROP parameter? Thanks Quote Link to comment Share on other sites More sharing options...
Jason Posted October 29, 2004 Share Posted October 29, 2004 The LOD controls tessellation for secondary rays - viz. *) NURBs/Mesh (parametric surface) LOD *) Poly tesselation when tracing against polys with displacement shaders http://www.odforce.net/wiki/index.php/MantraOptimizations Quote Link to comment Share on other sites More sharing options...
lisux Posted November 3, 2004 Author Share Posted November 3, 2004 The LOD controls tessellation for secondary rays - viz.*) NURBs/Mesh (parametric surface) LOD *) Poly tesselation when tracing against polys with displacement shaders http://www.odforce.net/wiki/index.php/MantraOptimizations 14591[/snapback] Thanks Jason, this is a very useful page. Quote Link to comment Share on other sites More sharing options...
lisux Posted November 5, 2004 Author Share Posted November 5, 2004 I've tested the use of Reflect Bounce, Refract Bounce and Ray Clip. If i change their values, using the glass SHOP for the object, i don't see any changes in the rendered image nor in the render times. It's like if this parameters don't be used by the SHOP. This parameters defines attributes for the object, like for example "maxbounce" attribute in prman? So, in order to use this attributes, the shader must be implemented to do it, if the shader doesn't use them this attributes are ignored in the render. I'm right or i'm in a mistake. I need to write my own shaders that uses this att Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.