Hey Alan -
I may be wrong but isn't the sampling for the framebuffers driven by
whatever happens in the "main" one?
Like say you plug in a phong shader with a really noisy fractal texture
in the main framebuffer and an AO in the second one, isn't what you have
is a scenario where you might be potentially tracing many more rays than
you'd need if you were to render it alone?
Again I may be wrong but if that is the case I am not sure what that
means in terms of efficiency. It definitely sounds weird having a
shader sampled with in adaptive pattern that belongs to another shader!
-T
Alan Jones wrote:
Things like AO are a
different beat - unless your beauty pass shader is already using
ambient occlusion, then it should go in a separate pass, as you're not
gaining much computationally
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