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Old 14-Dec-2012, 01:19   #26
Andrew Lauritzen
AndyTX
 
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Neat, although indeed the DoF is a bit wonky and it doesn't look like the rays tracing into the environment itself. You don't even see first bounce reflections of objects in the metal ones; take a look at the chess piece scene... it's just cube mapped with no local reflections. If there's ray tracing going on inside the crystals, that's a significantly simpler problem... in fact you can largely precompute the internal bounces like AMD did in one of their demos. Not to say they are doing that (the lack of filtering on the gems seems to indicate they are indeed tracing 1 ray/pixels) but you can.
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Old 26-Jan-2013, 03:46   #27
Shaderhacker
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Join Date: Jan 2006
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Looks great! But...

No caustics.
No GI.
No area lights.

When I see a demo come out with RT hair with secondary bounced GI/AO/soft shadows using dual scatter BSDF hair lighting model, I'll be impressed.
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