by gmr » Fri Dec 14, 2012 12:10 pm
In cycles, usually the process works in a seemingly linear way where luminosity increases with increasing samples (up to a certain point). Also strong pixelation effects are visible.
Could you please advise me if there is any hybrid rendering option where the geometry is rendered by internal render and then shaded via cycles, while interpolating between adjacent samples?
The combination would produce sharp geometry borders, gradually sharpening shades with no abrupt features within geometry and strongly noticeable pixelation since different samples will be deformed by both, smooth interpolation followed by mapping it as a texture - thus providing more seamless effects and reduced noise. (outcome will be fewer samples needed, fewer by arguably as much as orders of magnitude - so massive speedup).
I believe such option should be present in current blender cycles already though I don't know where to look for it. I recall that some time ago (pre blender cycles times) I read a research paper about similar rendering technique, however that was years ago and now I don't remember how to look it up again.
many thanks