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pixelesque • today at 6:40 PM • 0 replies • view on HN

Even in high-end VFX (previous industry - working on pathtracing renderers), things were often over-the-top in terms of how things were modeled (polycount) or how the lookdev (shader material definitions) were done.

Some of that was due to just human time resource constraints (and assets being modeled for director validation at full screen turn-table resolution, but then just used at 1/8 size in the film), but other times it was just people losing context as to what was "needed" or would even make any difference (unfortunately, often without considering the "cost" - in terms of memory usage and CPU-time for rendering / compositing) - vs look difference.

Then there are questions from the artists like "Why's this rendering so slow, it's 'only' a load of skyscrapers in a city with the camera 0.5 km away?"

You then have a look at what's actually going on, and all the rooms in the skyscrapers have modeled (and lookdev-ed) furniture and things like lamp shades around lights. Which A: is expensive memory-wise and just silly, but also makes light-transport to sample all the lights and light the scene (even with clever NEE light-sampling techniques) stupidly expensive.

Then again, that same building, this time being rendered from about 300m away was very slow to render, and we looked at the BSDF material stack, and there was a homogeneous volumetric scattering layer on the glass windows. Like - WTF - that's insane for a uni-directional path-tracer (and physically wrong). "What's this for, this is why it's so slow.?"

"Oh, it's to represent the algae/dirt on the glass".

"I'm sorry!?"