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  • Published 29 Oct 2017

lightpath node : ray roughness

In order to optimize render time, an additonnal ray information is needed : Ray roughness or Ray "radius"

With this information, a shader could be build so that Long rough ray could use a baked duffuse texture or simplified version of the shader, or smaller resolution hdr.

It could be just a ouput slot on the lightpath node giving the raw roughness value of the shader it's originating

Or ray radius at the point of shading, so it could also serve to optimize depth of field.

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Development Status: Open

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kevin
29 Oct 2017

3 Comments

lsscpp

I doubt it can be done: as far as I know rays are rays themselves, the don't contain any info about their roughness, because they don't have roughness, which is a property of shaders (surfaces).

kevin Author

ray knows, if it's camera, diffuse, glossy, length depth etc ... why not roughness

lsscpp

I guess because this is how BSDFs work in Cylces/OSL