Haha, yes, after (de)activating all kinds of caches and rendering modes, I found out that the specular difference is simply a matter of switching between GPU and CPU, where the CPU result looks considerably better.
You can see the difference in this post.
Search found 139 matches
- Tue Nov 17, 2020 8:19 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 37570
- Tue Nov 17, 2020 7:47 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 37570
Re: Sub-Surface Scattering
Thanks, I thought so too.
BYOB already has my pumpkin scene, so he can check it out. If his findings are not the same, it might be caused by my hardware configuration.
BYOB already has my pumpkin scene, so he can check it out. If his findings are not the same, it might be caused by my hardware configuration.
- Tue Nov 17, 2020 6:07 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 37570
Re: Sub-Surface Scattering
Eager to find out what causes the very noticeable difference in specular highlights between Path + Sobol and Bidir + Metropolis , I did some testing...
I error-trapped by switching off all kinds of Path + Sobol settings to see if the specular highlight behaviour of Bidir + Metropolis would appear ...
I error-trapped by switching off all kinds of Path + Sobol settings to see if the specular highlight behaviour of Bidir + Metropolis would appear ...
- Fri Nov 06, 2020 5:56 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 37570
Re: Sub-Surface Scattering
Thanks for the explanation, appreciated!
So when I use area lights surrounding a scene (along with a HDRI environment), Bidir + Metropolis should have no limitations, and will even calculate SDS paths?
And by "intersectable", do you mean a light should have at least a little volume, or does only ...
So when I use area lights surrounding a scene (along with a HDRI environment), Bidir + Metropolis should have no limitations, and will even calculate SDS paths?
And by "intersectable", do you mean a light should have at least a little volume, or does only ...
- Thu Nov 05, 2020 9:22 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 37570
Re: Sub-Surface Scattering
I'm wondering: is Bidir + Mis not able to render SDS paths at all, or is it able to do so if the light has some area or volume? (Not a distant sun or point light.)
- Thu Nov 05, 2020 10:16 am
- Forum: Development
- Topic: CPU + GPU
- Replies: 9
- Views: 6590
Re: CPU + GPU
Nice!
Yeah, I worked with Renderman for a while, which also has a bidirectional VCM engine. The results are quite nice, but once Blender 2.8 was released, Renderman support was left behind in Blender 2.79.
Early 2021 there will be renewed Renderman support for Blender though, so Luxcore devs, just ...
Yeah, I worked with Renderman for a while, which also has a bidirectional VCM engine. The results are quite nice, but once Blender 2.8 was released, Renderman support was left behind in Blender 2.79.
Early 2021 there will be renewed Renderman support for Blender though, so Luxcore devs, just ...
- Thu Nov 05, 2020 10:04 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 37570
Re: Sub-Surface Scattering
Bidir + Metropolis can't do SDS caustics, so at least the Caustics light cache would be an "advantage" for Path. I'm also with Sharly as in I don't even see any obvious SDS paths there. Maybe in the knife reflection onto the pumpkin-eye carving, but there is only diffuse lighting arriving there ...
- Thu Nov 05, 2020 9:53 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 37570
Re: Sub-Surface Scattering
I just figured to activate all settings that bring the Path engine closer to the Bidir + Mis result, for the best quality. But it turns out that Bidir + Mis still has the edge.
- Thu Nov 05, 2020 9:37 am
- Forum: Development
- Topic: CPU + GPU
- Replies: 9
- Views: 6590
Re: CPU + GPU
I just discovered that Bidir + Metropolis has a noticeable advantage over Path + Sobol + Light Tracing + Photon GI Cache + Caustic Light Cache.
Would it be possible to accelerate Bidir + Metropolis using the GPU?
Would it be possible to accelerate Bidir + Metropolis using the GPU?
- Thu Nov 05, 2020 9:33 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 37570
Re: Sub-Surface Scattering
Haha, no purpose. Just forgot to convert them to JPG.Dez! wrote: Thu Nov 05, 2020 9:30 am what purpose do you pursue by uploading such huge images to the forum?

It seems that all specular highlights are more prominent in the Bidir + Metropolis rendering, and the SSS also is a bit lighter, with a more gradual falloff.