Search found 200 matches

by provisory
Sun Sep 15, 2019 8:45 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 91
Views: 3705

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

...The under water caustics looks good from the very beginning. So it uses precalculation like PGI indirect cache. Maybe it could be sharper if it used the info from the Light Tracing which runs continuously, parallel with the eye tracing. ... and I belive indirect cache could also benefit from thi...
by provisory
Sun Sep 15, 2019 7:35 am
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 91
Views: 3705

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

+1
Light Tracing without limits! :)
by provisory
Fri Sep 13, 2019 9:47 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1033
Views: 83114

Re: PhotonGI cache

I have this idea that might be a bit stupid but maybe not: Would it be possible to control after how many bounces is photongi used? Maybe this would help with some reflection artifacting or leaks? So maybe have 1 or 2 bounces brute force and afterwards sample from cache(a control exposed to the use...
by provisory
Thu Sep 12, 2019 3:56 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 654
Views: 82064

Re: BlendLuxCore Development

Perfect, Thank you!
by provisory
Thu Sep 12, 2019 12:23 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1033
Views: 83114

Re: PhotonGI cache

Dade wrote:
Thu Sep 12, 2019 7:42 am
I should have fixed the problem...
Thank you!
by provisory
Wed Sep 11, 2019 9:35 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 654
Views: 82064

Re: BlendLuxCore Development

It is very handy, that we could create World Volume with one click, but it would be better if the IOR of this was 1.0.
It tricked me multiple times, that the refraction of a glass didn't work because of this.
by provisory
Wed Sep 11, 2019 8:46 pm
Forum: Works in Progress
Topic: playing with caustics
Replies: 89
Views: 11833

Re: playing with caustics

epilectrolytics wrote:
Wed Sep 11, 2019 6:07 pm
I tested that in the simple scene posted above and found that light tracing (and caustic cache) don't work with with indirect light.
Now I see you have already written.
You could try Glossy (or Disney) walls and door frame, and increased Glossiness Threshold of Light Tracing.
by provisory
Wed Sep 11, 2019 5:43 pm
Forum: Works in Progress
Topic: playing with caustics
Replies: 89
Views: 11833

Re: caustics from indirect light

epilectrolytics wrote:
Mon Sep 09, 2019 9:27 am
...
Then I realized that when rendering with indirect PGI indirect caustic paths don't connect to lights but end with a cache lookup.
...
Why don't you try it with Light Tracing?
by provisory
Wed Sep 11, 2019 4:56 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1033
Views: 83114

Re: PhotonGI cache

Dade wrote:
Wed Sep 11, 2019 2:03 pm
If you post a test scene, I can tell you what is going on.
Here you go and Thanks!

(I know, that there is no point in mixing Glossy with Matte. It came up in this topic: viewtopic.php?f=4&t=1372)
by provisory
Tue Sep 10, 2019 12:56 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 91
Views: 3705

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

My experience is, blurring does not decreases (at least not in a humans lifetime).
So you must find the perfect value, if you set too low there will be no SDS samples, if you set too high, it will be blurred forever.