Search found 760 matches

by epilectrolytics
Mon Sep 09, 2019 9:27 am
Forum: Works in Progress
Topic: playing with caustics
Replies: 104
Views: 128661

caustics from indirect light

While waiting for the SDS solution to mature I started experimenting with caustics from indirect light. The first attempt made from two old scenes seemed to me as if the caustics were too weak. room3b.jpg Then I realized that when rendering with indirect PGI indirect caustic paths don't connect to l...
by epilectrolytics
Sun Sep 08, 2019 6:03 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 520349

Re: BlendLuxCore Development

Thanks! :)
by epilectrolytics
Sun Sep 08, 2019 9:59 am
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 520349

Re: BlendLuxCore Development

In the recent 2.3beta4 release of the Blender add-on the settings for persistent cache ("compute and save") of DLSC and ELVC are not exposed. That means camera animations with these caches activated will recalculate them for each frame, probably causing flicker and unnecessary delay. (Test...
by epilectrolytics
Tue Sep 03, 2019 11:51 am
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 76640

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

In the paper they mention it runs on GPU, Iooks like it will also be a fast solution :shock: It will run on CPU in our case because the light tracing is done there in our Hybrid Back/Forward path tracing but it isn't a big deal because the CPU will really handle only caustics and SDS paths and noth...
by epilectrolytics
Mon Sep 02, 2019 12:08 pm
Forum: User Support
Topic: PhotonGI cache + Oidn params
Replies: 14
Views: 7638

Re: PhotonGI cache + Oidn params

That is my result: fixed materials, from mixed to glossy. 1cm Lookup Test03.jpg Looking good! I found that in the file most materials were not included in the cache, even when setting PGI glossiness threshold to 0.05. Only when I changed wall material to matte and floor to glossy they worked :? My ...
by epilectrolytics
Sun Sep 01, 2019 6:00 pm
Forum: User Support
Topic: PhotonGI cache + Oidn params
Replies: 14
Views: 7638

Re: PhotonGI cache + Oidn params

Hi Riccardo! In the PGI cache settings the brute force radius scale is way too low (4mm x 8 = 3.2 cm, better 1cm x 100 = 1m). When you make the lookup radius smaller you always need to increase the radius scale in order to compensate. Also 4mm lookup radius is very small, I would try if 10mm works (...
by epilectrolytics
Thu Aug 29, 2019 4:22 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 76640

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

I have written a "proof of concept" based on "Path Space Regularization for Holistic and Robust Light Transport" (https://cg.ivd.kit.edu/english/PSR.php). This should represent a solution to the problem of rendering SDS paths with Hybrid Back/Forward path tracing. Thanks for the...
by epilectrolytics
Thu Aug 29, 2019 6:10 am
Forum: Computer Graphic News
Topic: CGI tech news box
Replies: 242
Views: 227522

Re: CGI tech news box

We badly need a solution for SDS-paths in LuxCore as well as faster unbiased rendering for technical renders (laser, volumes etc). I don't know how fast BiDirVM will be once it works but if path guiding can help with that it will be very welcome for sure. Also I think there is much more potential in...
by epilectrolytics
Sat Aug 17, 2019 12:58 pm
Forum: User Support
Topic: dark juice
Replies: 131
Views: 53911

Re: dark juice

I just realized that path depth is the most important part with this juice case . When I tried your scene with path sobol (path depth 30 all types) it was very confusing to see it were the diffuse bounces doing the trick. Apparently multiscattering in a volume is constrained by diffuse path depth! ...
by epilectrolytics
Tue Aug 06, 2019 9:12 pm
Forum: User Support
Topic: Light tracing and pool
Replies: 43
Views: 19418

Re: Light tracing and pool

lacilaci wrote: Tue Aug 06, 2019 8:52 pmdid you simply subdivide the sphere?
Yep :P