The worst case is an expression with recursion that potentially needs every scene graph location to be tested. If you need to use more general CEL expressions, such as those that use wild cards, it is best to make sure these only need to run to a limited depth in the scene graph. In general it is most efficient to use a list of explicit paths for the light list. How the CEL statements are used to specify the lights (and where those lights are in the scene graph) should be set up carefully to maximize efficiency and avoid having to evaluate too many scene graph locations. LightLink allows you to use a CEL statement to determine which lights to link to, which allows a lot of flexibility in selecting which lights are linked, but involves running a collection operation at runtime. There is only one node that does a collect operation while actually evaluating the Katana recipe: the LightLink node. Guidelines for using CEL Use CEL to Specify Light Lists in the LightLink Node.
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