octree size… I don’t get it. Seriously, I don’t get it.
What is it for? Memory management optimization only or something more intricate?
Of course, I read the 2.33 release log but I still don’t get it fully, only can guess at.
It talks about large scenes, but is it large in kilo-polygons or large in blender units? Or perhaps both? Seems to me that’s only large in blender units but I’d like to be sure… Of course I understand that a large polycount will increase rendering time, it’s not the point here.
According to the figures, when unsure, it seems to me that running with octree size=256 should be always the best mean solution for size/rendering time ratio and that the extreme values should be avoided except for very small scenes or very large ones…
Am I right or is it only for this particular demo file? I don’t want to bother before each render in choosing an octree size value (as it has no signifiance for an average talented end-user like me) but I’d like to get the quickest renders as possible.
Couldn’t an algorithm be put altogether in order to ‘evaluate’ and automatically ‘hint’ at the good octree size value? I know that POV-ray has such evaluating code in it for algorythm optimization (for Radiosity, IIRC) but I don’t know anything about coding nor the ‘physics’ behind raytracing.
Hope that someone could come with a good rule-of-thumb (if any, of course) about this matter. Time counts, not only for animations, but also for stills, so these answers matter to me.
Thank you for your feedbacks/experiences about octree size usage.