Developing Shaders for Unified Sampling

For those of you more interested in the developer side of things; Barton Gawboy has started a thread on optimizing and creating shaders for mental ray that will take advantage of how Unified Sampling works.

Take a look here: Developing Shaders for Unified Sampling

Even if you aren’t a developer, you may find the added information on how an optimization works to be useful when tuning a scene.

About David

I am a VFX artist that specializes in Lighting and Rendering. I spend a fair amount of my time supplying clients with artistic solutions as well as technology solutions. With a background in fine art and technical animation training, I strive to bridge the divide between the artist and technologist.

Posted on January 25, 2012, in Developer, unified sampling and tagged , , , . Bookmark the permalink. Leave a comment.

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