Does how many divisions the geometry of a primitive object have matter for light scattering?
Jumbotron
Posts: 262
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
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.
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.