Hi,
In MaxToA 3.0.57.0, Skydome Resolution doesn't seem to do anything anymore. It used to control the sampling for specular reflections. Now, it does nothing that I can determine. Is it dead? If so, what does that mean, exactly? Is there no longer a perceived need to optimize environment reflections?
Resolution was actually a cool feature that allowed users to quickly hack blurry reflections without needing to blur the bitmap.
Thanks,
Aaron
It's still working for me (tested in Maya and in 3ds Max).
In 3ds Max, I just have a skydome light and a chrome sphere. Is your setup different?
OK, it does still work, it just looks completely different. When I zoomed in SUPER CLOSE to the surface I could see the change in Resolution. But in earlier versions of Arnold I got a very visually different result. It used to be that if I set Resolution to 10, I'd get a big blurry color wash that was more or less uniform across each polygon. Now, if I set Resolution to 10, I get a chunky mosaic that varies across each polygon. I guess that hackish blurry reflection effect is no more, but my suspicion is that the current algorithm is better from the standpoint of optimizing memory consumption.
Thanks.