- Sat Jul 02, 2005 12:14 pm
#42111
Hi again!
I'm not sure this been asked for before but wouldn't it be a good idea to have a option to use a tolerance value for when calculating caustics as if example i have a box or another more complex model standing on a flat plane, something with a big contact surface and it's made outta glas or a similarly transparent surface that generates caustics.
As it is now Maxwell calculates caustics in that very thin gap which is between the underlying floor and the object standing on it, in areas where caustics is never visible to the human eye. If we had a tolerance value to adjust then it would speed up the calculation as the engine would know to ignore calculating two very tightly stuck together models such as the box to the floor. But ofcourse in some cases it's very much necessary to include these types of calculations to get a accurate rendering.
When it's necessary is when you have the now infamous issue with liquid in a glass, those two surfaces are tightly close to eachother. But there are other cases when you simply don't need to calculate that as it's never visible caustics.
So a value from 0.0 to 1.0 or a percentage value or something similar would do the job to filter out what don't need to be calculated and there by speeding up caustic renderings
Maybe i'm just daydreaming again, but i hope not.. also anyone feel free to correct me if i'm wrong here. I don't mind
/ Max
I'm not sure this been asked for before but wouldn't it be a good idea to have a option to use a tolerance value for when calculating caustics as if example i have a box or another more complex model standing on a flat plane, something with a big contact surface and it's made outta glas or a similarly transparent surface that generates caustics.
As it is now Maxwell calculates caustics in that very thin gap which is between the underlying floor and the object standing on it, in areas where caustics is never visible to the human eye. If we had a tolerance value to adjust then it would speed up the calculation as the engine would know to ignore calculating two very tightly stuck together models such as the box to the floor. But ofcourse in some cases it's very much necessary to include these types of calculations to get a accurate rendering.
When it's necessary is when you have the now infamous issue with liquid in a glass, those two surfaces are tightly close to eachother. But there are other cases when you simply don't need to calculate that as it's never visible caustics.
So a value from 0.0 to 1.0 or a percentage value or something similar would do the job to filter out what don't need to be calculated and there by speeding up caustic renderings

Maybe i'm just daydreaming again, but i hope not.. also anyone feel free to correct me if i'm wrong here. I don't mind

/ Max