Search found 1483 matches

by lacilaci
Sun Sep 15, 2019 2:39 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 91
Views: 3632

Re: Path Space Regularization (aka the solution to SDS paths)

Dade you should also take a look at this scene with this new approach:
viewtopic.php?f=2&t=1416&start=10

PSR could make the nice sharp ring on the floor but normal lighttracing not... Would sdscache work there?
by lacilaci
Sun Sep 15, 2019 2:29 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 91
Views: 3632

Re: Path Space Regularization (aka the solution to SDS paths)

they do look a bit blurry though. Can this be adjusted?

As for the dark underwater surface. Could it be an issue with glass shader rather than something else? Or maybe the shadow from pathtracing is taking over lighttracing?
by lacilaci
Sun Sep 15, 2019 7:31 am
Forum: Works in Progress
Topic: Flask
Replies: 14
Views: 190

Re: Flask

Hah, cool! Would be nice to put my GPUs to work as well. By the way, the caustics actually cleared pretty fast. It's the area with the glass that was still noisy at 50 minutes. Well, at least the caustics on the floor, maybe internally it's the caustics that cause the noise on the glass, I have no ...
by lacilaci
Sun Sep 15, 2019 6:36 am
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 91
Views: 3632

Re: Path Space Regularization (aka the solution to SDS paths)

here's lighttracing threshold at 0.05
0p05.png
and here at 1
1.png
so the round objects will still look dark and wrong and won't get caustics but look how much greater contrast I get when I force lighttracing threshold to include all materials for lighttracing
by lacilaci
Sun Sep 15, 2019 6:29 am
Forum: Development
Topic: PhotonGI cache
Replies: 1033
Views: 83013

Re: PhotonGI cache

But it also makes me think.. Isn't it necessary to have lighttracing threshold at 1 so that all materials are included for correct sds with PSR build?
by lacilaci
Sun Sep 15, 2019 6:07 am
Forum: Works in Progress
Topic: Flask
Replies: 14
Views: 190

Re: Flask

...Here's a little over 50 seconds render of the flask using lighttracing in an early build of 2.3
Ca.jpg
as you can see, now it has different problem than missing sharp ring :D but hopefully Dade will be able to fix it and we can forget about slow bidir rendering forever...
by lacilaci
Sun Sep 15, 2019 6:03 am
Forum: Works in Progress
Topic: Flask
Replies: 14
Views: 190

Re: Flask

OK, I think I figured out what the problem was. I moved the liquid further into the glass and then the Bidir render looked the same as the Path one. So that must be the correct look. Well, I double-checked with the real object too. :) However, I didn't like the reflection on the bottom of the flask...
by lacilaci
Sat Sep 14, 2019 1:07 pm
Forum: Works in Progress
Topic: Flask
Replies: 14
Views: 190

Re: Flask

So you mean the settings like this? test.png Trouble is, like this I'm not getting that cool caustic ring in front of the flask. And also the bottom of the flask reflective. I'm not sure which is the physically correct one now. :) Yup, that looks wrong, not sure why. Probably Dade should take a loo...
by lacilaci
Sat Sep 14, 2019 11:45 am
Forum: Works in Progress
Topic: Flask
Replies: 14
Views: 190

Re: Flask

What do you mean by hybrid? If you mean CPU+GPU it seems I can only use one or the other, but not both? Also looking at other posts around here I understand Metropolis is not recommended on the GPU? Edit: Actually, I think I can't use the GPU at all with Bidir. If you use opencl build then you can ...