Search found 689 matches

by epilectrolytics
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 ...
by epilectrolytics
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....
by epilectrolytics
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.
screenshot.png
The good thing is that the Wiki is not broken, I can access it via proxy site.
by epilectrolytics
Tue Dec 22, 2020 3:58 pm
Forum: General Discussion
Topic: Wiki broken
Replies: 21
Views: 1093

Re: Wiki broken

Yes, here too :(
by epilectrolytics
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...
by epilectrolytics
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
by epilectrolytics
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.
by epilectrolytics
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...
by epilectrolytics
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...