Does how many divisions the geometry of a primitive object have matter for light scattering?

Hello,

I'd like to make a series of renderings where I test different solutions (most of them commercial) to add atmosphere to a scene. But I would also like to test the free solution of simply using a primitive cube or sphere. Does the number of divisions in the geometry of these primitives matter for this purpose?

Comments

  • felisfelis Posts: 5,751

    In my experience I don't see any significant difference.

    But as far as I know each polygon will count as each own emitter, so with a high resolution you might hit render time, although it is not something I have tested.

  • JumbotronJumbotron Posts: 262

    Thanks, felis. Since I'm going to do a significant number of tests anyway, I will also compare using an atmosphere volume with few divisions and one with hundreds of them.

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