Mzigaib Posted December 8, 2015 Share Posted December 8, 2015 Is there a way to limit or to change sampling over distance with mantra? Maybe inside the shader? Further the object less sampling so I could have a LOD but in render time. Quote Link to comment Share on other sites More sharing options...
magneto Posted December 8, 2015 Share Posted December 8, 2015 http://forums.odforce.net/topic/24318-volume-quality-relative-to-camera-distance/ Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted December 9, 2015 Author Share Posted December 9, 2015 Thanks! I'll check it out Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted December 10, 2015 Author Share Posted December 10, 2015 It is a interesting topic but it is more focused in ray marching and volumes what I am looking for is for a global way to control both pixel sampling and ray sampling over distance so if my object is far away mantra can sample less stuff just like Pixar did with renderman to produce the awesome environments in "the good dinosaur", "Pixar tech lead Mathhew Kuruc on instancing in RenderMan Effective use of instancing with vegetation within the RenderMan REYES architecture was definitely a challenge we had to sort out. RenderMan is great at determining how much geometric detail you need for shading a particular model. Objects that are smaller on screen will get less points to shade. We augment this with algorithms like stochastic simplification which actually throws out entire needles and leaves before it even reaches the renderer to further reduce the number of points the renderer needs to shade. This means that each tree is optimal for shading given its size in screen space, but also completely unique. As ray traced global illumination forces us to keep entire forests of trees in memory, letting each tree be unique for optimal shading is no longer practical. RenderMan instancing is a feature which lets us reuse the same tree repeatedly within a forest. We now had to manage the shading cost of instancing vegetation, as it would be impractical to shade a tree in the background with the same amount of detail as the foreground. To solve this, we used our stochastic simplification algorithm to determine the optimum shading detail for each dressed tree and then bucket the results into several discrete levels. This allowed us to effectively balance the memory cost of keeping an entire forrest in memory with the time cost of shading that forest." Quote Link to comment Share on other sites More sharing options...
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