In mr3.4, the sampling was driven by the main buffer only. I specifically asked for this feature in mr3.5, where any colour buffer would also participate in the sampling. In XSI it is on by default, although you can turn it off under mental ray -> Framebuffer -> Sample contrast check on all color buffers.
- ½
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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