Search found 152 matches

by CodeHD
Thu Jun 20, 2019 10:06 pm
Forum: General Discussion
Topic: Game engine with realtime path tracing?
Replies: 15
Views: 3105

Re: Game engine with realtime path tracing?

Fully fledged game engine with real time path tracing is out: http://brechpunkt.de/q2vkpt/ (it's a reimplementation of Quake 2 with a full path tracing one) By now, this Quake-II-remake has been developed further by Nvidia and was fully released on June 6: https://www.techspot.com/news/80249-quake-...
by CodeHD
Thu Jun 20, 2019 11:02 am
Forum: Development
Topic: PhotonGI cache
Replies: 978
Views: 60824

Re: PhotonGI cache

Nope, disabling indirect cache doesn't help. I think it's the same problem as observed by epilectrolytics looking at caustics through specular surface. Other way round, eanbling the indirect cache helped in my case. But as usual, it is hard to judge the differences here anyways, just a suggestion c...
by CodeHD
Thu Jun 20, 2019 10:23 am
Forum: Development
Topic: PhotonGI cache
Replies: 978
Views: 60824

Re: PhotonGI cache

this is what I see when looking from outside: I had this problem a while back, where I could only see the casutics cache from the outside if the indirect cache was active also. It was shown in this post: https://forums.luxcorerender.org/viewtopic.php?f=4&t=1076&start=10#p12639 But I don't remember ...
by CodeHD
Mon Jun 17, 2019 6:43 pm
Forum: User Support
Topic: weird volumetric lighting glitch
Replies: 53
Views: 1232

Re: weird volumetric lighting glitch

In that scene your world volume is set to "prism volume", which seems to be a leftover because no object has it linked. Its IOR is slightly different to that of your glass prism, which is why you still get dispersion of colors.
by CodeHD
Mon Jun 17, 2019 11:57 am
Forum: User Support
Topic: weird volumetric lighting glitch
Replies: 53
Views: 1232

Re: weird volumetric lighting glitch

@CodeHD, what else did you expect? If there is nothing scattering (e.g. matte, roughness, translucent, homo/hetero volume) the scene keeps black with the exception of direct light. But the latter is another story. There is no way to see ever any beam from any but direct angle in perfect vacuum. And...
by CodeHD
Mon Jun 17, 2019 10:41 am
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 70
Views: 4584

Re: Tiled OIDN Denoising

Oh, nice to see them adopting it :) No we don't use 128 pixels, I wrote 50 into it. But then again, we do the overlapping with a ramp function to avoid the seam. You didn't write it in your posts there, so I don't know if Attila is aware of it? (I will write a comment there.) I never noticed any sea...
by CodeHD
Mon Jun 17, 2019 10:14 am
Forum: User Support
Topic: weird volumetric lighting glitch
Replies: 53
Views: 1232

Re: weird volumetric lighting glitch

In my example, i disabled volumes altogether ;) that's when i noticed it. And i kinda like to see laser beams without having to resort to volumetrics. Love the little bastard :) Don't wanna see it disappear. :cry: Why i'm also in doubt now: If laser beam being visible without volume is a part of th...
by CodeHD
Sun Jun 16, 2019 9:17 pm
Forum: General Discussion
Topic: Little Addon for optical lenses etc.
Replies: 9
Views: 237

Re: Little Addon for optical lenses etc.

I didn't start on the material stuff yet, but I finished all stuff about the surfaces I wanted to do do first: I added parabolic surfaces for the mirrors. If parabolic surface is selected, you can also make it an off-axis mirror. It also then allows you to select if the component origin is at the fo...
by CodeHD
Sun Jun 16, 2019 2:41 pm
Forum: General Discussion
Topic: Little Addon for optical lenses etc.
Replies: 9
Views: 237

Re: Little Addon for optical lenses etc.

Thanks for the many suggestions ;)

I will work a bit more on the addon in the evening, to try and implement it.
I already almost finished adding parabolic mirrors yesterday (including an off-axis option)
OAP.PNG
by CodeHD
Sun Jun 16, 2019 1:19 pm
Forum: User Support
Topic: weird volumetric lighting glitch
Replies: 53
Views: 1232

Re: weird volumetric lighting glitch

Indeed, I hadn't even noticed that setup, went so quick to it that I ddin't leave camera view :lol:

It seems the mirror picks up the wrong exterior volume. If I set that explicitely, I don't need the world volume. In fact, it appears to render much faster because there is less volume.