Search found 235 matches

by provisory
Wed Sep 11, 2019 9:35 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 513275

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: 104
Views: 124711

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: 104
Views: 124711

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: 1083
Views: 499889

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: 194
Views: 75600

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.
by provisory
Tue Sep 10, 2019 12:35 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 75600

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

lacilaci wrote: Tue Sep 10, 2019 12:14 pm even so.. Sun so strong it forms nice and crisp sds caustics but yet no bounce light on walls from it??
I see the light bounces on the walls...
by provisory
Tue Sep 10, 2019 9:21 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 499889

Re: PhotonGI cache

Is it a known issue or maybe intentional that PGI doesn't work on Mix Material, even if the mixed materials would work in themselves?
by provisory
Tue Sep 10, 2019 7:33 am
Forum: User Support
Topic: PhotonGI cache + Oidn params
Replies: 14
Views: 7595

Re: PhotonGI cache + Oidn params

Oh, I see Dade responded while I was writing...
by provisory
Tue Sep 10, 2019 7:31 am
Forum: User Support
Topic: PhotonGI cache + Oidn params
Replies: 14
Views: 7595

Re: PhotonGI cache + Oidn params

- I used PGI Debug: Show Indirect for er, uh... debugging :) I did but I really don't know how those spot means. Are they correct? Those spots look good enough to me. Spot size is defined by Lookup Radius, and more Photon Count means smoother look, or less difference between adjacent spots. But for...
by provisory
Mon Sep 09, 2019 5:30 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 75600

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

- Glass volume absorption gets very saturated during Light Tracing with PSR Do you have an example ? - It seems to me, that Light Tracing and Path Tracing brightness add up in some cases, so (without clamping) Hybrid becomes brighter than BiDir or simple Path tracing. Do you have an example ? I thi...