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.
Search found 235 matches
- Wed Sep 11, 2019 9:35 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 528737
- Wed Sep 11, 2019 8:46 pm
- Forum: Works in Progress
- Topic: playing with caustics
- Replies: 104
- Views: 134748
Re: playing with caustics
Now I see you have already written.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.
You could try Glossy (or Disney) walls and door frame, and increased Glossiness Threshold of Light Tracing.
- Wed Sep 11, 2019 5:43 pm
- Forum: Works in Progress
- Topic: playing with caustics
- Replies: 104
- Views: 134748
Re: caustics from indirect light
Why don't you try it with Light Tracing?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.
...
- Wed Sep 11, 2019 4:56 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509839
Re: PhotonGI cache
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)
- Tue Sep 10, 2019 12:56 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 77835
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.
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.
- Tue Sep 10, 2019 12:35 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 77835
- Tue Sep 10, 2019 9:21 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509839
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?
- Tue Sep 10, 2019 7:33 am
- Forum: User Support
- Topic: PhotonGI cache + Oidn params
- Replies: 14
- Views: 7657
Re: PhotonGI cache + Oidn params
Oh, I see Dade responded while I was writing...
- Tue Sep 10, 2019 7:31 am
- Forum: User Support
- Topic: PhotonGI cache + Oidn params
- Replies: 14
- Views: 7657
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...
- Mon Sep 09, 2019 5:30 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 77835
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...