haggi
06-05-2010, 02:24 PM
Rendering indirect lighting with renderman studio is cool and works without flickering. First a pointcloud is generated and this pointcloud is used to produce the indirect illumination.
From a sampling point, rays are shoot into the environment and are tested if they hit a pointcloud disk.
So, for me this looks exactly like the way indirect illumination is done in mentalray. The only difference is that I dont have to calculate the intersection with a pointcloud disk but with a real surface.
So my question is: Why is the pointcloud solution flickerfree? Maybe anyone can give me a hint where I can find more information about this topic?
Thanks a lot.
From a sampling point, rays are shoot into the environment and are tested if they hit a pointcloud disk.
So, for me this looks exactly like the way indirect illumination is done in mentalray. The only difference is that I dont have to calculate the intersection with a pointcloud disk but with a real surface.
So my question is: Why is the pointcloud solution flickerfree? Maybe anyone can give me a hint where I can find more information about this topic?
Thanks a lot.
