an experiment i’m working on and I could use some suggestions/advice from anyone with some experience dealing with tough raytracing problems.
here's the very first render and scene setup: [img]http://pha3z.the-eloquent.com/ball1.jpg[/img]
The color balls of glass inside the main sphere particles spawned with PFlow in max6. The outter surface of each particle has colored glass and the backfacing surface has colorless glass (to maintain the solidity of the whole object as being glass). There are about 400 particles above.
now on to the real problem! [img]http://pha3z.the-eloquent.com/ball11.jpg[/img]
In this one, we have 18,000 particles with raytraced surface on every single material in the scene. render time was about 20 minutes.
The problem is that I had to tell the particles not to reflect/refract each other. You can think about it as if each particle sees itself as being the only particle in the whole glass sphere. You’ll notice realism issues as a result of this in the image. The lighting on the left side is especially flawed since it doesn’t look diffused and distorted enough, as it should be from traveling through a few thousand particles!
Anyone got ideas on how I could fake the effect of the reflections/refractions bouncing hundreds/thousands of times without rendering for a year!?
thoughts, suggestions? later, pha3z --------- See my chevy: [http://www.cgtalk.com/showthread.php?t=157887](http://www.cgtalk.com/showthread.php?t=157887)