Search found 689 matches
- Wed Dec 23, 2020 8:19 pm
- Forum: Development
- Topic: BIDIRCPU can now use PhotonGI cache to render SDS paths
- Replies: 14
- Views: 947
Re: BIDIRCPU can now use PhotonGI cache to render SDS paths
Seriously do you think you will be able to use cached caustics if there was a one click solution like the one in Light tracing ?? I'd love to see a one-click-caustics-incl.SDS-solution in Lux but I fear compared with Chaos Group here's a lack of resources to pull off something that probably took a ...
- Wed Dec 23, 2020 10:34 am
- Forum: Development
- Topic: BIDIRCPU can now use PhotonGI cache to render SDS paths
- Replies: 14
- Views: 947
Re: BIDIRCPU can now use PhotonGI cache to render SDS paths
BiDir was never a valid ground truth renderer because of the missing SDS reflections, except when using intersectable lights and rendering for 24 hours. When this problem finally gets solved by adding PGI cache it is very welcome. No one is forced to use this addition, it can be disabled by default....
- Tue Dec 22, 2020 4:29 pm
- Forum: General Discussion
- Topic: Wiki broken
- Replies: 21
- Views: 1093
Re: Wiki broken
Then it might be a problem with german internet providers?
I'm with Unitymedia/Vodafone.
The good thing is that the Wiki is not broken, I can access it via proxy site.
I'm with Unitymedia/Vodafone.
The good thing is that the Wiki is not broken, I can access it via proxy site.
- Tue Dec 22, 2020 3:58 pm
- Forum: General Discussion
- Topic: Wiki broken
- Replies: 21
- Views: 1093
Re: Wiki broken
Yes, here too 

- Mon Dec 21, 2020 2:25 pm
- Forum: Development
- Topic: BIDIRCPU can now use PhotonGI cache to render SDS paths
- Replies: 14
- Views: 947
Re: BIDIRCPU can now use PhotonGI cache to render SDS paths
Thanks for this addition! Awesome news, Are there any limitations? Not that I'm aware of, it is really like using PhotonGI caustic cache with path tracing+light tracing. Light tracing does not catch indirect caustics (DSD paths) and the caustic cache thus not DSDS paths. BiDir can do those, but DSDS...
- Thu Dec 17, 2020 1:44 pm
- Forum: Works in Progress
- Topic: playing with caustics
- Replies: 95
- Views: 35126
more glass cubes
Testing v2.5 beta, 4 days rendering 250 frames but still not enough samples.
https://www.dropbox.com/s/s58ftd82rbgwe ... 3-.mov.zip
https://www.dropbox.com/s/s58ftd82rbgwe ... 3-.mov.zip
- Wed Dec 16, 2020 9:37 pm
- Forum: Development
- Topic: Vulkan
- Replies: 13
- Views: 4483
- Mon Nov 09, 2020 11:00 pm
- Forum: User Support
- Topic: Very long wait for caches enabled
- Replies: 37
- Views: 3420
Re: Very long wait for caches enabled
The long cache processing time is probably due to the scattering volume seen in the image, producing volumetric cache entries.
- Tue Nov 03, 2020 6:39 pm
- Forum: Computer Graphic News
- Topic: NVIDIA DLSS in 3D rendering
- Replies: 22
- Views: 4857
Re: NVIDIA DLSS in 3D rendering
what is the point of making a noiseless smaller image first than upscale it, when you can render a noisy large image than denoising it in one step. Good point. I'm assuming that rendering at a smaller resolution with more samples (vs full resolution with less samples) results in less noise with big...
- Tue Nov 03, 2020 8:26 am
- Forum: Computer Graphic News
- Topic: NVIDIA DLSS in 3D rendering
- Replies: 22
- Views: 4857
Re: NVIDIA DLSS in 3D rendering
If albedo and shading normal pass were rendered with double/quadruple resolution it should be possible to scale up the render without missing details, similar to what denoisers already do. Also I don't really understand why DOF rendering isn't much faster. Anything within out of focus blur doesn't n...