#Rayman
Hi Edward,
Thanks. I really can't tell you how long it took, because VisArt rendered it
for me. I don't have much computing horsepower these days. It did take a very
long time, but understand – it was designed strictly as a test for a highly
recursive scenario, with 20-25 levels & internal reflections enabled. I'm sure
it was generating/spawning >100 rays/per/pixel. The geometry was was also
intentionally large (150k faces). By optimizing the geometry & the renderer via
the various parameters (many available), I'm sure the scene could have been
trace in a tiny fraction of the time, without much/any visible differences.
Check it out.
Raytracing of any sort is not fast, and with a number of parameters enabled
with distributed raytracing (as with Rayman), you're looking at 5-50 times
slower than a fast scanline approach. However, Rayman is a fast raytracer & a
high-quality raytracer. The really great & unique thing is the
connection/integration with 3DS.