Hi:
Just finished a car showroom, 1.400.000+ Faces, Added GI and FG, the thing though that has been bothering me for so long, the Saving to FGM thing; final gather is so computing extensive, so, I save it to an fgm, but it’s also VIEW-Dependant, so the 14 camera shots I want to do, equals 14 computations of the FG points, now correct me if I’m wrong here, why the &%*$ would I use an fgm to store FG points? to save them to desk instead of memory? ok, If my scene contains FG related shaders, like Glow(lume) for example (Which is the case in my cars headlights and other stuff), then It must computed for every frame/Camera? :curious:, and dude, wouldn’t pretty much suck if I would make an animation of the showroom, that means my poor FG(400 samples), needs to be recomputed in vain( in vain = nothing is moving, I’m changing Views), I would accept it if something moves or changes contributions to the photon mapping (like in radiosity, light is PAINTED, and still you can take different shots without things having to be recomputed).
The Max manual said something about storing the fastlook up data in the FGM, and It did, but heck, recomputing FG for every Angle really sucks, any way around this? jeff?
:surprised