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Hi Intel
Currently in our renderer, materials can affect the geometry/ray mask (ie what is set via rtcSetGeometryMask())
I'm working on having per-face materials at the moment, which means that different faces in a mesh can require a different mask. Because the geometry/ray mask can only be set on a mesh as a whole, I'm having to break it up into chunks (with each chunk representing faces that share the same mask), which is adding more complexity to my renderer than I would have liked.
Have you ever considered allowing for a per-face mask?
Do you think there would/could be performance issues?
Thanks!
Brian Sharpe
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I think per primitive masks is a reasonable feature, I added it to our list. With current Embree you do not need to break up your geometry into chunks, you can also implement per-primitive masking using intersection filters. You just make the mask test in the filter and reject the hit if it fails the mask test.
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I think per primitive masks is a reasonable feature, I added it to our list. With current Embree you do not need to break up your geometry into chunks, you can also implement per-primitive masking using intersection filters. You just make the mask test in the filter and reject the hit if it fails the mask test.
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Ok, I'll try the intersection filter and see which is faster.
Thanks for the info Sven
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