the magic of RiAttributes

Excluding a transmapped or refractive surface from GI is a surefire way to lower render time – often, spectacularly – but sometimes the look isn’t exactly what you want (especially if the HDRI is the only source of light in the scene – then it is the same as disabling shadows on that surface).

But – what no premade DS shaders have ever offered – if you limit diffuse bounces to 1 for that surface, the render time increase is minimal, but the shadowing is there.



4 thoughts on “the magic of RiAttributes

Comment here

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s