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Anonymous /3/1009733#1009739
3/20/2025, 11:44:09 AM
>>1009735
actually i got curious and the redshift sprite page has a nice explanation for this:

>When a ray hits a polygon using opacity, Redshift has to execute operations to read the texture at that location, setup the next transparency or refraction ray and so on. These operations are wasteful if the ray hits an area that is completely transparent but the process can't be skipped because that part may be semi-transparent and Redshift cannot assume otherwise. Because of this, the transparency trace depth has to be increased in order to prevent rays from being terminated prematurely which introduces visual artifacts. The Sprite node, on the other hand, is optimized to skip fully transparent parts of a polygon and with very few operations.

https://help.maxon.net/r3d/maya/en-us/Content/html/Sprite+Node.html

i also peeped that your webm says something about nanite. i don't do game stuff so not sure what that's about.