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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.