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by shader
6286 days ago
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Why stop at one frame per core? Once you have easily scalable renderfarms, you could switch the the somewhat slower (though currently less heavily optimized) raytracing approach, and run almost as many cores per frame as you like. That way the only thing limiting your render time is your budget (not that that hasn't always been true, but your set up makes it sound like there is a "rock bottom" limit that you reach before the end of your budget at one hour per frame). |
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Put simply is that ray-tracing is a per-screen pixel ray which is quite good at glossy surfaces with predictable lighting and plastic appearance. Radiosity, on the other hand, simulates actual light photons/waves. It is slower and more computational intensive, but it produces far more realistic results. In particular, it is good at lighting/shadowing, and is more directly applicable to rendering non-plastic surfaces, including sub-surface scattering (like flesh or hair).
All that said, REAL modern renderers, are wacky hybrid of every technique :-P