Variable octree resolution

Raytrace now has option to change the resolution of the Octree used. It

appeared that the standard size (64x64x64) just works fine for small

scenes, like a single model in a small environment. Larger scenes and

larger environments became exponentionally slower.

 

Disadvantage of larger octrees is longer build time and extra overhead traversing it, so it remains something to tweak based on experimenting.

 

The new "Octree resolution" button is in F10 Render panel, in bottom.

Sizes supported now are 64, 128, 256 or 512.

 

The example below is monkey_cornelius.blend, from the test2.32 files.

In total it has 60k triangles for render.

standard scene
2 times larger
4 times larger
8 times larger
16 times larger
octree size memory standard 2x larger 4x larger 8x larger 16x larger
64 10 M 0:22 0:44 2:31 >10 minutes > 1 hour
128 12 M 0:24 0:25 0:50 3:09 > 10 minutes
256 21 M 0:35 0:32 0.33 0:52 2:52
512 64 M 1:21 1:04 0:50 0:46 1:08

Area light soft shadow

As for Ambient Occlusion, for softshadow now also evenly distributed sampling is used for shadow.

The six images below are all done with 36 samples to show clearly the results.

2.32, plain regular pattern
2.33, plain distributed pattern
2.32, dithered regular pattern
2.33, dithered distributed pattern
2.32, jittered regular pattern
2.33, random distributed pattern

Checkerboard image-texture repeat

For the shiny-sphere-with-checkers department!

 

A new option ("Checker") for repeating image textures allows to create checkerboard patterns, and/or add a gap between the images ("Mortar").

Option can be found next to the other Repeat options in the Texture->Image Panel. For this you then can then choose Odd and/or Even tiles to be rendered.

 

You can also create multiple layers that way. See these samples:

Odd tiles only
Odd and Even tiles, with small 'Mortar'
Two layers of tiles
  • Added iris zsize=2 support (contributed by Melchior Franz).

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