Closed lanceshih closed 1 month ago
Two tricks that could work:
World
. To workaround try setting parameter geometryLights
of the pathtracer
to false
(will lead to more noise in the images if emissive geometries are used).Group
(keeping the default dynamicScene=false
), which then becomes one Instance
in the World
(this requires to apply or "bake" the transformations into the Geometry's vertex positions). Then each dynamic geometry is put into its own Instance
(with an updated transform
each frame). Thus there should only be a few instances in the World in total, updating or building the top-level BVH is then fast (you may even not need to set dynamicScene
to true
at the World).
I have a complicated scene, in which only a very small fraction of elements are dynamic during rendering.
I know I can set the "dynamicScene" parameter to true to tell Embree to do a faster BVH build, but I always think repetitively building a new BVH for the entire scene simply because of the small fraction of changing elements is a waste of time. Is there any trick to handle this situation?