Search found 11 matches
- Tue Feb 23, 2021 12:36 am
- Forum: User Support
- Topic: Indirect Specular pass problem
- Replies: 19
- Views: 8052
Re: Indirect Specular pass problem
I didn't understand all of that, but fantastic news! Thanks so much for looking into this stuff.
- Mon Feb 22, 2021 1:10 am
- Forum: User Support
- Topic: Indirect Specular pass problem
- Replies: 19
- Views: 8052
Re: Indirect Specular pass problem
Any news on this issue yet?
- Sat Feb 06, 2021 3:55 pm
- Forum: User Support
- Topic: Indirect Specular pass problem
- Replies: 19
- Views: 8052
Re: Indirect Specular pass problem
It's the same test scene I uploaded in the original post, but here it is again.
- Sat Feb 06, 2021 3:09 pm
- Forum: User Support
- Topic: Indirect Specular pass problem
- Replies: 19
- Views: 8052
Re: Indirect Specular pass problem
Great, I think I understand what was happening with the caustics pass now. Thanks for clarifying, and for pretty much fixing it to solve any confusion in the future! I still have the problem with the indirect specular pass, however. and the plot has thickened. Here are a few comparison images to bet...
- Thu Feb 04, 2021 1:15 am
- Forum: User Support
- Topic: Indirect Specular pass problem
- Replies: 19
- Views: 8052
Re: Indirect Specular pass problem
Ahhh, very interesting! Switching the filter to "None" did the trick, and I can now use the Denoise node in the compositor on the caustics pass...thanks so much!! Still very odd though, that it worked just fine in version 2.4 and not in 2.5...is it supposed to work as it is now, or is that...
- Wed Feb 03, 2021 12:18 am
- Forum: User Support
- Topic: Indirect Specular pass problem
- Replies: 19
- Views: 8052
Re: Indirect Specular pass problem
Has there been any progress with these issues?
- Wed Dec 30, 2020 11:18 pm
- Forum: User Support
- Topic: Indirect Specular pass problem
- Replies: 19
- Views: 8052
Indirect Specular pass problem
In playing around with a recent build of 2.5, I was happy to discover that there's now a caustics pass option (I had been extracting it myself for separate denoising by subtracting all other passes from the main rendered image). Unfortunately, this has revealed some problems with 2.5... Firstly, for...
- Fri May 08, 2020 11:03 am
- Forum: User Support
- Topic: Volume Pass Support?
- Replies: 2
- Views: 1652
Re: Volume Pass Support?
Yeah, I'm aware of the method of setting the cpu to 100% light tracing, but that requires doing a separate render, which isn't so convenient. What my node group does is is takes the combination of rendered passes and subtracts it from the original rendered result, leaving me with everything else (wh...
- Sun May 03, 2020 2:46 pm
- Forum: User Support
- Topic: Volume Pass Support?
- Replies: 2
- Views: 1652
Volume Pass Support?
Hey all, just for fun yesterday, I made a quick scene to test out underwater caustics and volume effects and came up with this result. underwater_graded_v2.png I'm wondering if there's a way to render out a pass for the volume, like cycles and most other renderers have. (Side note: It'd be cool if t...
- Thu Apr 09, 2020 11:25 am
- Forum: User Support
- Topic: anisotropic metal UV problem
- Replies: 25
- Views: 16502
Re: anisotropic metal UV problem
Okay, well for anyone having issues in the future, it turns out you need lots of geo to avoid the faceted look, and to solve the inevitable pinching effect you're going to get with subsurf, make a containment loop around the center loop, then shrink them both waaaay down so the pinching isn't as vis...