…or an answer to this one first…
Man, I hope you weren’t reading like I wouldn’t care about Photons. Photons are kick as$, only that in case of Gi it takes a lot of careful fine tuning to understand what the best settings are and they are never universal. Each scene may have it’s own sweetspot/numbers.
But my particular interest in Photons starts somewhere else, not directly related to Gi, but intstead for other shading needs! It’s something Fori and I have been thinking about for a long time now, but never had a chance to implement it so far. Hopefully soon we’ll get to do that so I can show you what I mean.
Another thing that actually opera was talking about and that we all have heard over the years is the whole “baking” issue, actually. I would want to go one step farther and actually “abuse” that baking concept right away to improve upon bounces for the light! So in the first pass it would bake down the first illumination, second bounce simply reads the first baked pass…and so forth…no more extra computations. That should speed it up dramatically! We shall see…if too much memory was needed, it could potentially end up actually becoming slower…one never knows.:shrug: Not to mention the mapping for the objects…ehh…well… we would have some internal UV mapping that probably ends up acting kind of like Zbrush’s GUV stuff. Ahm…I think I’m just thinking out loud here… :rolleyes:
Anyway…good stuff here! Thanx a lot!





