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.
| 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 |
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.
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:



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